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	<updated>2026-07-28T03:17:47Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=224894</id>
		<title>Aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=224894"/>
		<updated>2016-05-10T23:11:59Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|03:18, 29 June 2013 (UTC)}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Aluminum&lt;br /&gt;
|color=7:7:1 &lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native aluminum]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aluminum''' is a high value decorative metal used to create [[furniture]] and other objects but not forgable into [[weapon]]ry or [[armor]].&lt;br /&gt;
&lt;br /&gt;
With a [[material value]] of 40, '''aluminum''' is tied with [[platinum]] as the second-highest value [[metal]] in the game, after the stand-alone  [[adamantine]]. It also is the second lightest metal, again against [[adamantine]]. Its only [[ore]] is [[native aluminum]] and it is found in-game only exceedingly rarely, appearing only in small [[cluster]]s and only in [[igneous extrusive]] [[stone layer]]s. &lt;br /&gt;
&lt;br /&gt;
==== Real World vs Dwarf Fortress: ====&lt;br /&gt;
&lt;br /&gt;
Aluminum is actually a fairly common element, but in the Dwarf Fortress world can only be sourced from pure deposits; as aluminum is highly reactive, these are exceedingly rare. This matches the metal's real life account, as until the invention of the [[wikipedia:Hall–Héroult process|Hall–Héroult process]] in 1886/1888 and easy metal extraction from [[bauxite]] in real life aluminum was many times more valuable than gold; &lt;br /&gt;
&lt;br /&gt;
'''Trivia'''&lt;br /&gt;
&lt;br /&gt;
Napoleon III supposedly gave a banquet where his favored guests were given aluminum utensils, while the others had to make do with ordinary [[gold]]. When the tip of the Washington Monument in Washington DC was forged out of pure aluminum, it was (and remained until the invention of the above process) the largest single object made of metallic aluminum.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=224893</id>
		<title>Aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=224893"/>
		<updated>2016-05-10T23:10:50Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|03:18, 29 June 2013 (UTC)}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Aluminum&lt;br /&gt;
|color=7:7:1 &lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native aluminum]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Aluminum is a high value decorative metal used to create [[furniture]] and other objects but not forgable into [[weapon]]ry or [[armor]].&lt;br /&gt;
&lt;br /&gt;
With a [[material value]] of 40, '''aluminum''' is tied with [[platinum]] as the second-highest value [[metal]] in the game, after the stand-alone  [[adamantine]]. It also is the second lightest metal, again against [[adamantine]]. Its only [[ore]] is [[native aluminum]] and it is found in-game only exceedingly rarely, appearing only in small [[cluster]]s and only in [[igneous extrusive]] [[stone layer]]s. &lt;br /&gt;
&lt;br /&gt;
==== Real World vs Dwarf Fortress: ====&lt;br /&gt;
&lt;br /&gt;
Aluminum is actually a fairly common element, but in the Dwarf Fortress world can only be sourced from pure deposits; as aluminum is highly reactive, these are exceedingly rare. This matches the metal's real life account, as until the invention of the [[wikipedia:Hall–Héroult process|Hall–Héroult process]] in 1886/1888 and easy metal extraction from [[bauxite]] in real life aluminum was many times more valuable than gold; &lt;br /&gt;
&lt;br /&gt;
'''Trivia'''&lt;br /&gt;
&lt;br /&gt;
Napoleon III supposedly gave a banquet where his favored guests were given aluminum utensils, while the others had to make do with ordinary [[gold]]. When the tip of the Washington Monument in Washington DC was forged out of pure aluminum, it was (and remained until the invention of the above process) the largest single object made of metallic aluminum.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=224892</id>
		<title>Aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=224892"/>
		<updated>2016-05-10T23:10:12Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|03:18, 29 June 2013 (UTC)}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Aluminum&lt;br /&gt;
|color=7:7:1 &lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native aluminum]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
With a [[material value]] of 40, '''aluminum''' is tied with [[platinum]] as the second-highest value [[metal]] in the game, after the stand-alone  [[adamantine]]. It also is the second lightest metal, again against [[adamantine]]. Its only [[ore]] is [[native aluminum]] and it is found in-game only exceedingly rarely, appearing only in small [[cluster]]s and only in [[igneous extrusive]] [[stone layer]]s. &lt;br /&gt;
&lt;br /&gt;
Aluminum is a high value decorative metal used to create [[furniture]] and other objects but not forgable into [[weapon]]ry or [[armor]].&lt;br /&gt;
&lt;br /&gt;
==== Real World vs Dwarf Fortress: ====&lt;br /&gt;
&lt;br /&gt;
Aluminum is actually a fairly common element, but in the Dwarf Fortress world can only be sourced from pure deposits; as aluminum is highly reactive, these are exceedingly rare. This matches the metal's real life account, as until the invention of the [[wikipedia:Hall–Héroult process|Hall–Héroult process]] in 1886/1888 and easy metal extraction from [[bauxite]] in real life aluminum was many times more valuable than gold; &lt;br /&gt;
&lt;br /&gt;
'''Trivia'''&lt;br /&gt;
&lt;br /&gt;
Napoleon III supposedly gave a banquet where his favored guests were given aluminum utensils, while the others had to make do with ordinary [[gold]]. When the tip of the Washington Monument in Washington DC was forged out of pure aluminum, it was (and remained until the invention of the above process) the largest single object made of metallic aluminum.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210419</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210419"/>
		<updated>2014-08-29T23:49:23Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Labor Categories */ link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:27, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;''' - &amp;lt;big&amp;gt;Boss Urist Mc Overstates-the-obvious&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Introduction to Labor==&lt;br /&gt;
At the most basic level, '''labor is how you things get done'''. When you want your [[dwarf]] to do a job of work you must assign that dwarf to a '''&amp;quot;labor&amp;quot;''' type that corresponds with the job.  You, as the [[fortress]] overseer, create jobs to be done by [[designations menu|designating]] them, and the dwarves who have been assigned the corresponding labor type appropriate to the job will complete the job.  Your dwarves function as semi-autonomous entities, fulfilling their own basic needs as they see fit, while also meeting the demand of work to be done when time and conditions allow.  Assigning specific labors to your dwarves tells them what type of work you want them to do. A labor &amp;quot;preference&amp;quot; simply designates whether a dwarf is allowed do a particular job or not. Multiple labors can be assigned to a single dwarf, (unless they are exclusive - see below) but specialization within a category is usually best as this will result in highly skilled (faster/ higher quality) labor.&lt;br /&gt;
&lt;br /&gt;
=== Basic Terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each Dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with process of assigning a labor to a Dwarf.  Dwarves do not prefer assigned labors over unassigned labors, rather they '''will only do jobs associated with labors that they &amp;quot;prefer&amp;quot;'''.  &lt;br /&gt;
*'''[[Skill]]:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The term labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[DF2014:Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs are also appear as jobs, such as [[DF2014:Food|eating]], [[sleep]]ing, [[DF2014:Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but again are not used in the performance of work.  An example is [[swimming]]. &lt;br /&gt;
&lt;br /&gt;
===Assigning Labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, lets say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}} job's [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your Dwarves and show their current activity.&lt;br /&gt;
##  Alternatively, you can use view {{k|v}} on the main map, or simply select a dwarf that is visible on your map using the cursor. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|c}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
##  The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[nickname]] or first name and last name as it reads in english, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skills]] and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
## Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
## Note that changes in labors '''will not always take effect immediately''', if a labor is deselected on a dwarf, say Mining, who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggest that a Dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but is in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[nicromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Tool Requirements: ===&lt;br /&gt;
For certain jobs, such as mining in our example, a '''tool''' is also required for the job to be completed.  [[Miner]]s need [[pick]]s, [[Wood cutter]]s need an [[axe]], and [[Hunter]]s need a [[crossbow]].  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign one of the three labors listed to any single Dwarf.  Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Facility Requirements:  ===&lt;br /&gt;
Many jobs require a [[workshop]] or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.  &lt;br /&gt;
&lt;br /&gt;
== Labor Categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
#  [[Mining]]:  In this case, this is the individual labor, and not a category of labor.&lt;br /&gt;
#  [[DF2014:Wood industry|Woodworking]]: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
#  [[v0.34:Stone industry|Stoneworking]]:  [[Masonry]], [[Stone detailing]]&lt;br /&gt;
#  [[Hunting]]/Related:  [[Animal training]], [[Animal care]], [[Hunting]], [[Trapping]], [[Small animal dissection]]&lt;br /&gt;
#  [[Healthcare]]:  [[Diagnosis]], [[Surgery]], [[Setting bones]], [[Suturing]], [[Dressing wounds]], Feed Patients/Prisoners]], Recovering Wounded]]&lt;br /&gt;
#  [[Farming]]/Related:  [[Butchery]], [[Tanning]], [[Farming (Fields), [[Dyeing, [[Soap Making, [[Wood Burning, [[Potash Making, [[Lye Making, [[Milling, [[Brewing, [[Plant Gathering, [[Plant Processing, [[Cheese making]], [[Milking]], [[Shearing]], [[Spinning]], [[Cooking]], [[Beekeeping]]&lt;br /&gt;
#  [[Fishing]]/Related:  [[Fishing]], [[Fish cleaning]], [[Fish dissection]]&lt;br /&gt;
#  [[DF2014:Metal industry|Metalsmithing]]: [[Furnace operating]], [[Weaponsmithing]], [[Armoring]], [[Blacksmithing]], [[Metalcrafting]]&lt;br /&gt;
#  [[Jewelry]]:  [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
#  [[Crafts]]:  [[Leatherworker|Leatherworking]], [[DF2014:Wood crafter|Woodcrafting]], [[DF2014:Stone crafter|Stonecrafting]], [[DF2014:Bone carver|Bone Carving]], [[DF2014:Glassmaker|Glassmaking]], [[Weaver|Weaving]], [[Clothier|Clothesmaking]], [[Strand extractor|Strand Extraction]], [[Potter|Pottery]], [[Glazer|Glazing]], [[Wax worker|Wax Working]]&lt;br /&gt;
#  Engineering:  [[Siege engineer]], [[Siege operator]], [[Mechanic]], [[Pump operator|Pump operating]]&lt;br /&gt;
#  [[Hauling]]:  Stone Hauling, Wood Hauling, Item Hauling, Burial, Food Hauling, [[Refuse]] Hauling, Animal Hauling, Push/Haul Vehicles&lt;br /&gt;
#  Other Jobs:  [[Architecture]], [[Alchemy]], [[Cleaning]]&lt;br /&gt;
&lt;br /&gt;
In the preference screen, a labor category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
'''Useless / Limited Labors:'''&lt;br /&gt;
* As of 8-2014, Animal Care &amp;amp; Alchemy are not functioning.&lt;br /&gt;
* Trapping, Small Animal Dissection, and Fish Dissection have limited utility.  &lt;br /&gt;
&lt;br /&gt;
===Jobs that are not associated with Labor===&lt;br /&gt;
* Lever Pulling&lt;br /&gt;
* Construction Removal&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing Labor &amp;amp; Demand ==&lt;br /&gt;
* To quickly change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{k|+}} and {{k|-}} to move the cursor up and down to highlight different categories or skills to enable or disable.  Or, use [[Utility|Dwarf Therapist]].&lt;br /&gt;
* Using {{k|u}} can help you quickly locate dwarves. Select a dwarf, hit {{k|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based).  He or she can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (up to 30).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain number of labors already active.  You will probably want to change the assigned labors, as often they will not meet your demand, or may be useless based on your access to raw materials.&lt;br /&gt;
  &lt;br /&gt;
==Advanced Labor Management &amp;amp; Design==&lt;br /&gt;
Managing your Dwarves can be a tricky, and time consuming business.  Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue.  It is highly recommended that you use the [[Dwarf Therapist]] stand alone utility to assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/ Stone crafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker / Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting Build]]).  Early on, you will probably want focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor such that each Dwarf has a very limited number of labors assigned.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Loosing your fort to a siege is [[fun]], but loosing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear &amp;amp; have no skilled labor, and whose attributes pretty much suck all around, aka [[peasants]] are best used as dedicated haulers.      &lt;br /&gt;
&lt;br /&gt;
==Labor, Skill,  and product quality==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well he goes about performing this labor.  The more experience, the greater the skill. Certain job types can be completed more quickly based on the skill of the labor.  There are exceptions, such as [[nursing]] and [[hauling]] which will never be completed more quickly regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality, speed only for smoothing and track carving&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=19 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| no&lt;br /&gt;
| no experience gain {{bug|4577}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
| yes&lt;br /&gt;
| building design quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lever Operation&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Construction Removal &lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210418</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210418"/>
		<updated>2014-08-29T23:48:18Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Labor Categories */ link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:27, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;''' - &amp;lt;big&amp;gt;Boss Urist Mc Overstates-the-obvious&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Introduction to Labor==&lt;br /&gt;
At the most basic level, '''labor is how you things get done'''. When you want your [[dwarf]] to do a job of work you must assign that dwarf to a '''&amp;quot;labor&amp;quot;''' type that corresponds with the job.  You, as the [[fortress]] overseer, create jobs to be done by [[designations menu|designating]] them, and the dwarves who have been assigned the corresponding labor type appropriate to the job will complete the job.  Your dwarves function as semi-autonomous entities, fulfilling their own basic needs as they see fit, while also meeting the demand of work to be done when time and conditions allow.  Assigning specific labors to your dwarves tells them what type of work you want them to do. A labor &amp;quot;preference&amp;quot; simply designates whether a dwarf is allowed do a particular job or not. Multiple labors can be assigned to a single dwarf, (unless they are exclusive - see below) but specialization within a category is usually best as this will result in highly skilled (faster/ higher quality) labor.&lt;br /&gt;
&lt;br /&gt;
=== Basic Terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each Dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with process of assigning a labor to a Dwarf.  Dwarves do not prefer assigned labors over unassigned labors, rather they '''will only do jobs associated with labors that they &amp;quot;prefer&amp;quot;'''.  &lt;br /&gt;
*'''[[Skill]]:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The term labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[DF2014:Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs are also appear as jobs, such as [[DF2014:Food|eating]], [[sleep]]ing, [[DF2014:Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but again are not used in the performance of work.  An example is [[swimming]]. &lt;br /&gt;
&lt;br /&gt;
===Assigning Labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, lets say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}} job's [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your Dwarves and show their current activity.&lt;br /&gt;
##  Alternatively, you can use view {{k|v}} on the main map, or simply select a dwarf that is visible on your map using the cursor. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|c}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
##  The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[nickname]] or first name and last name as it reads in english, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skills]] and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
## Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
## Note that changes in labors '''will not always take effect immediately''', if a labor is deselected on a dwarf, say Mining, who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggest that a Dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but is in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[nicromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Tool Requirements: ===&lt;br /&gt;
For certain jobs, such as mining in our example, a '''tool''' is also required for the job to be completed.  [[Miner]]s need [[pick]]s, [[Wood cutter]]s need an [[axe]], and [[Hunter]]s need a [[crossbow]].  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign one of the three labors listed to any single Dwarf.  Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Facility Requirements:  ===&lt;br /&gt;
Many jobs require a [[workshop]] or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.  &lt;br /&gt;
&lt;br /&gt;
== Labor Categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
#  [[Mining]]:  In this case, this is the individual labor, and not a category of labor.&lt;br /&gt;
#  [[DF2014:Wood industry|Woodworking]]: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
#  [[v0.34:Stone industry|Stoneworking]]:  [[Masonry]], [[Stone detailing]]&lt;br /&gt;
#  [[Hunting]]/Related:  [[Animal training]], [[Animal care]], [[Hunting]], [[Trapping]], [[Small animal dissection]]&lt;br /&gt;
#  [[Healthcare]]:  [[Diagnosis]], [[Surgery]], [[Setting bones]], [[Suturing]], [[Dressing wounds]], Feed Patients/Prisoners]], Recovering Wounded]]&lt;br /&gt;
#  [[Farming]]/Related:  [[Butchery]], [[Tanning]], [[Farming (Fields), [[Dyeing, [[Soap Making, [[Wood Burning, [[Potash Making, [[Lye Making, [[Milling, [[Brewing, [[Plant Gathering, [[Plant Processing, [[Cheese making]], [[Milking]], [[Shearing]], [[Spinning]], [[Cooking]], [[Beekeeping]]&lt;br /&gt;
#  [[Fishing]]/Related:  [[Fishing]], [[Fish cleaning]], [[Fish dissection]]&lt;br /&gt;
#  [[DF2014:Metal industry|Metalsmithing]]: [[Furnace operating]], [[Weaponsmithing]], [[Armoring]], [[Blacksmithing]], [[Metalcrafting]]&lt;br /&gt;
#  [[Jewelry]]:  [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
#  [[Crafts]]:  [[Leatherworker|Leatherworking]], [[DF2014:Wood crafter|Woodcrafting]], [[DF2014:Stone crafter|Stonecrafting]], [[DF2014:Bone carver|Bone Carving]], [[DF2014:Glassmaker|Glassmaking]], [[Weaver|Weaving]], [[Clothier|Clothesmaking]], [[Strand extractor|Strand Extraction]], [[Potter|Pottery]], [[Glazer|Glazing]], [[Was worker|Wax Working]]&lt;br /&gt;
#  Engineering:  [[Siege engineer]], [[Siege operator]], [[Mechanic]], [[Pump operator|Pump operating]]&lt;br /&gt;
#  [[Hauling]]:  Stone Hauling, Wood Hauling, Item Hauling, Burial, Food Hauling, [[Refuse]] Hauling, Animal Hauling, Push/Haul Vehicles&lt;br /&gt;
#  Other Jobs:  [[Architecture]], [[Alchemy]], [[Cleaning]]&lt;br /&gt;
&lt;br /&gt;
In the preference screen, a labor category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
'''Useless / Limited Labors:'''&lt;br /&gt;
* As of 8-2014, Animal Care &amp;amp; Alchemy are not functioning.&lt;br /&gt;
* Trapping, Small Animal Dissection, and Fish Dissection have limited utility.  &lt;br /&gt;
&lt;br /&gt;
===Jobs that are not associated with Labor===&lt;br /&gt;
* Lever Pulling&lt;br /&gt;
* Construction Removal&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing Labor &amp;amp; Demand ==&lt;br /&gt;
* To quickly change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{k|+}} and {{k|-}} to move the cursor up and down to highlight different categories or skills to enable or disable.  Or, use [[Utility|Dwarf Therapist]].&lt;br /&gt;
* Using {{k|u}} can help you quickly locate dwarves. Select a dwarf, hit {{k|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based).  He or she can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (up to 30).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain number of labors already active.  You will probably want to change the assigned labors, as often they will not meet your demand, or may be useless based on your access to raw materials.&lt;br /&gt;
  &lt;br /&gt;
==Advanced Labor Management &amp;amp; Design==&lt;br /&gt;
Managing your Dwarves can be a tricky, and time consuming business.  Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue.  It is highly recommended that you use the [[Dwarf Therapist]] stand alone utility to assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/ Stone crafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker / Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting Build]]).  Early on, you will probably want focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor such that each Dwarf has a very limited number of labors assigned.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Loosing your fort to a siege is [[fun]], but loosing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear &amp;amp; have no skilled labor, and whose attributes pretty much suck all around, aka [[peasants]] are best used as dedicated haulers.      &lt;br /&gt;
&lt;br /&gt;
==Labor, Skill,  and product quality==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well he goes about performing this labor.  The more experience, the greater the skill. Certain job types can be completed more quickly based on the skill of the labor.  There are exceptions, such as [[nursing]] and [[hauling]] which will never be completed more quickly regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality, speed only for smoothing and track carving&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=19 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| no&lt;br /&gt;
| no experience gain {{bug|4577}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
| yes&lt;br /&gt;
| building design quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lever Operation&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Construction Removal &lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210417</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210417"/>
		<updated>2014-08-29T23:46:41Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Assigning Labors */ link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:27, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;''' - &amp;lt;big&amp;gt;Boss Urist Mc Overstates-the-obvious&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Introduction to Labor==&lt;br /&gt;
At the most basic level, '''labor is how you things get done'''. When you want your [[dwarf]] to do a job of work you must assign that dwarf to a '''&amp;quot;labor&amp;quot;''' type that corresponds with the job.  You, as the [[fortress]] overseer, create jobs to be done by [[designations menu|designating]] them, and the dwarves who have been assigned the corresponding labor type appropriate to the job will complete the job.  Your dwarves function as semi-autonomous entities, fulfilling their own basic needs as they see fit, while also meeting the demand of work to be done when time and conditions allow.  Assigning specific labors to your dwarves tells them what type of work you want them to do. A labor &amp;quot;preference&amp;quot; simply designates whether a dwarf is allowed do a particular job or not. Multiple labors can be assigned to a single dwarf, (unless they are exclusive - see below) but specialization within a category is usually best as this will result in highly skilled (faster/ higher quality) labor.&lt;br /&gt;
&lt;br /&gt;
=== Basic Terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each Dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with process of assigning a labor to a Dwarf.  Dwarves do not prefer assigned labors over unassigned labors, rather they '''will only do jobs associated with labors that they &amp;quot;prefer&amp;quot;'''.  &lt;br /&gt;
*'''[[Skill]]:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The term labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[DF2014:Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs are also appear as jobs, such as [[DF2014:Food|eating]], [[sleep]]ing, [[DF2014:Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but again are not used in the performance of work.  An example is [[swimming]]. &lt;br /&gt;
&lt;br /&gt;
===Assigning Labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, lets say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}} job's [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your Dwarves and show their current activity.&lt;br /&gt;
##  Alternatively, you can use view {{k|v}} on the main map, or simply select a dwarf that is visible on your map using the cursor. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|c}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
##  The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[nickname]] or first name and last name as it reads in english, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skills]] and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
## Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
## Note that changes in labors '''will not always take effect immediately''', if a labor is deselected on a dwarf, say Mining, who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggest that a Dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but is in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[nicromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Tool Requirements: ===&lt;br /&gt;
For certain jobs, such as mining in our example, a '''tool''' is also required for the job to be completed.  [[Miner]]s need [[pick]]s, [[Wood cutter]]s need an [[axe]], and [[Hunter]]s need a [[crossbow]].  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign one of the three labors listed to any single Dwarf.  Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Facility Requirements:  ===&lt;br /&gt;
Many jobs require a [[workshop]] or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.  &lt;br /&gt;
&lt;br /&gt;
== Labor Categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
#  [[Mining]]:  In this case, this is the individual labor, and not a category of labor.&lt;br /&gt;
#  [[DF2014:Wood industry|Woodworking]]: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
#  [[v0.34:Stone industry|Stoneworking]]:  [[Masonry]], [[Stone detailing]]&lt;br /&gt;
#  [[Hunting]]/Related:  [[Animal training]], [[Animal care]], [[Hunting]], [[Trapping]], [[Small animal dissection]]&lt;br /&gt;
#  [[Healthcare]]:  [[Diagnosis]], [[Surgery]], [[Setting bones]], [[Suturing]], [[Dressing wounds]], Feed Patients/Prisoners]], Recovering Wounded]]&lt;br /&gt;
#  [[Farming]]/Related:  [[Butchery]], [[Tanning]], [[Farming (Fields), [[Dyeing, [[Soap Making, [[Wood Burning, [[Potash Making, [[Lye Making, [[Milling, [[Brewing, [[Plant Gathering, [[Plant Processing, [[Cheese making]], [[Milking]], [[Shearing]], [[Spinning]], [[Cooking]], [[Beekeeping]]&lt;br /&gt;
#  [[Fishing]]/Related:  [[Fishing]], [[Fish cleaning]], [[Fish dissection]]&lt;br /&gt;
#  [[DF2014:Metal industry|Metalsmithing]]: [[Furnace operating]], [[Weaponsmithing]], [[Armoring, [[Blacksmithing]], [[Metalcrafting]]&lt;br /&gt;
#  [[Jewelry]]:  [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
#  [[Crafts]]:  [[Leatherworker|Leatherworking]], [[DF2014:Wood crafter|Woodcrafting]], [[DF2014:Stone crafter|Stonecrafting]], [[DF2014:Bone carver|Bone Carving]], [[DF2014:Glassmaker|Glassmaking]], [[Weaver|Weaving]], [[Clothes maker|Clothesmaking]], [[Strand extractor|Strand Extraction]], [[Potter|Pottery]], [[Glazer|Glazing]], [[Was worker|Wax Working]]&lt;br /&gt;
#  Engineering:  [[Siege engineer]], [[Siege operator]], [[Mechanic]], [[Pump operator|Pump operating]]&lt;br /&gt;
#  [[Hauling]]:  Stone Hauling, Wood Hauling, Item Hauling, Burial, Food Hauling, [[Refuse]] Hauling, Animal Hauling, Push/Haul Vehicles&lt;br /&gt;
#  Other Jobs:  [[Architecture]], [[Alchemy]], [[Cleaning]]&lt;br /&gt;
&lt;br /&gt;
In the preference screen, a labor category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
'''Useless / Limited Labors:'''&lt;br /&gt;
* As of 8-2014, Animal Care &amp;amp; Alchemy are not functioning.&lt;br /&gt;
* Trapping, Small Animal Dissection, and Fish Dissection have limited utility.  &lt;br /&gt;
&lt;br /&gt;
===Jobs that are not associated with Labor===&lt;br /&gt;
* Lever Pulling&lt;br /&gt;
* Construction Removal&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing Labor &amp;amp; Demand ==&lt;br /&gt;
* To quickly change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{k|+}} and {{k|-}} to move the cursor up and down to highlight different categories or skills to enable or disable.  Or, use [[Utility|Dwarf Therapist]].&lt;br /&gt;
* Using {{k|u}} can help you quickly locate dwarves. Select a dwarf, hit {{k|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based).  He or she can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (up to 30).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain number of labors already active.  You will probably want to change the assigned labors, as often they will not meet your demand, or may be useless based on your access to raw materials.&lt;br /&gt;
  &lt;br /&gt;
==Advanced Labor Management &amp;amp; Design==&lt;br /&gt;
Managing your Dwarves can be a tricky, and time consuming business.  Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue.  It is highly recommended that you use the [[Dwarf Therapist]] stand alone utility to assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/ Stone crafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker / Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting Build]]).  Early on, you will probably want focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor such that each Dwarf has a very limited number of labors assigned.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Loosing your fort to a siege is [[fun]], but loosing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear &amp;amp; have no skilled labor, and whose attributes pretty much suck all around, aka [[peasants]] are best used as dedicated haulers.      &lt;br /&gt;
&lt;br /&gt;
==Labor, Skill,  and product quality==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well he goes about performing this labor.  The more experience, the greater the skill. Certain job types can be completed more quickly based on the skill of the labor.  There are exceptions, such as [[nursing]] and [[hauling]] which will never be completed more quickly regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality, speed only for smoothing and track carving&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=19 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| no&lt;br /&gt;
| no experience gain {{bug|4577}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
| yes&lt;br /&gt;
| building design quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lever Operation&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Construction Removal &lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210416</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210416"/>
		<updated>2014-08-29T23:45:44Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Finishing up revision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:27, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;''' - &amp;lt;big&amp;gt;Boss Urist Mc Overstates-the-obvious&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Introduction to Labor==&lt;br /&gt;
At the most basic level, '''labor is how you things get done'''. When you want your [[dwarf]] to do a job of work you must assign that dwarf to a '''&amp;quot;labor&amp;quot;''' type that corresponds with the job.  You, as the [[fortress]] overseer, create jobs to be done by [[designations menu|designating]] them, and the dwarves who have been assigned the corresponding labor type appropriate to the job will complete the job.  Your dwarves function as semi-autonomous entities, fulfilling their own basic needs as they see fit, while also meeting the demand of work to be done when time and conditions allow.  Assigning specific labors to your dwarves tells them what type of work you want them to do. A labor &amp;quot;preference&amp;quot; simply designates whether a dwarf is allowed do a particular job or not. Multiple labors can be assigned to a single dwarf, (unless they are exclusive - see below) but specialization within a category is usually best as this will result in highly skilled (faster/ higher quality) labor.&lt;br /&gt;
&lt;br /&gt;
=== Basic Terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each Dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with process of assigning a labor to a Dwarf.  Dwarves do not prefer assigned labors over unassigned labors, rather they '''will only do jobs associated with labors that they &amp;quot;prefer&amp;quot;'''.  &lt;br /&gt;
*'''[[Skill]]:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The term labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[DF2014:Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs are also appear as jobs, such as [[DF2014:Food|eating]], [[sleep]]ing, [[DF2014:Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but again are not used in the performance of work.  An example is [[swimming]]. &lt;br /&gt;
&lt;br /&gt;
===Assigning Labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, lets say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}} job's [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your Dwarves and show their current activity.&lt;br /&gt;
##  Alternatively, you can use view {{k|v}} on the main map, or simply select a dwarf that is visible on your map using the cursor. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|c}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
##  The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[nickname]] or first name and last name as it reads in english, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skills]] and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
## Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
## Note that changes in labors '''will not always take effect immediately''', if a labor is deselected on a dwarf, say Mining, who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggest that a Dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but is in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanagement tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Tool Requirements: ===&lt;br /&gt;
For certain jobs, such as mining in our example, a '''tool''' is also required for the job to be completed.  [[Miner]]s need [[pick]]s, [[Wood cutter]]s need an [[axe]], and [[Hunter]]s need a [[crossbow]].  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign one of the three labors listed to any single Dwarf.  Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Facility Requirements:  ===&lt;br /&gt;
Many jobs require a [[workshop]] or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.  &lt;br /&gt;
&lt;br /&gt;
== Labor Categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
#  [[Mining]]:  In this case, this is the individual labor, and not a category of labor.&lt;br /&gt;
#  [[DF2014:Wood industry|Woodworking]]: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
#  [[v0.34:Stone industry|Stoneworking]]:  [[Masonry]], [[Stone detailing]]&lt;br /&gt;
#  [[Hunting]]/Related:  [[Animal training]], [[Animal care]], [[Hunting]], [[Trapping]], [[Small animal dissection]]&lt;br /&gt;
#  [[Healthcare]]:  [[Diagnosis]], [[Surgery]], [[Setting bones]], [[Suturing]], [[Dressing wounds]], Feed Patients/Prisoners]], Recovering Wounded]]&lt;br /&gt;
#  [[Farming]]/Related:  [[Butchery]], [[Tanning]], [[Farming (Fields), [[Dyeing, [[Soap Making, [[Wood Burning, [[Potash Making, [[Lye Making, [[Milling, [[Brewing, [[Plant Gathering, [[Plant Processing, [[Cheese making]], [[Milking]], [[Shearing]], [[Spinning]], [[Cooking]], [[Beekeeping]]&lt;br /&gt;
#  [[Fishing]]/Related:  [[Fishing]], [[Fish cleaning]], [[Fish dissection]]&lt;br /&gt;
#  [[DF2014:Metal industry|Metalsmithing]]: [[Furnace operating]], [[Weaponsmithing]], [[Armoring, [[Blacksmithing]], [[Metalcrafting]]&lt;br /&gt;
#  [[Jewelry]]:  [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
#  [[Crafts]]:  [[Leatherworker|Leatherworking]], [[DF2014:Wood crafter|Woodcrafting]], [[DF2014:Stone crafter|Stonecrafting]], [[DF2014:Bone carver|Bone Carving]], [[DF2014:Glassmaker|Glassmaking]], [[Weaver|Weaving]], [[Clothes maker|Clothesmaking]], [[Strand extractor|Strand Extraction]], [[Potter|Pottery]], [[Glazer|Glazing]], [[Was worker|Wax Working]]&lt;br /&gt;
#  Engineering:  [[Siege engineer]], [[Siege operator]], [[Mechanic]], [[Pump operator|Pump operating]]&lt;br /&gt;
#  [[Hauling]]:  Stone Hauling, Wood Hauling, Item Hauling, Burial, Food Hauling, [[Refuse]] Hauling, Animal Hauling, Push/Haul Vehicles&lt;br /&gt;
#  Other Jobs:  [[Architecture]], [[Alchemy]], [[Cleaning]]&lt;br /&gt;
&lt;br /&gt;
In the preference screen, a labor category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
'''Useless / Limited Labors:'''&lt;br /&gt;
* As of 8-2014, Animal Care &amp;amp; Alchemy are not functioning.&lt;br /&gt;
* Trapping, Small Animal Dissection, and Fish Dissection have limited utility.  &lt;br /&gt;
&lt;br /&gt;
===Jobs that are not associated with Labor===&lt;br /&gt;
* Lever Pulling&lt;br /&gt;
* Construction Removal&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing Labor &amp;amp; Demand ==&lt;br /&gt;
* To quickly change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{k|+}} and {{k|-}} to move the cursor up and down to highlight different categories or skills to enable or disable.  Or, use [[Utility|Dwarf Therapist]].&lt;br /&gt;
* Using {{k|u}} can help you quickly locate dwarves. Select a dwarf, hit {{k|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based).  He or she can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (up to 30).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain number of labors already active.  You will probably want to change the assigned labors, as often they will not meet your demand, or may be useless based on your access to raw materials.&lt;br /&gt;
  &lt;br /&gt;
==Advanced Labor Management &amp;amp; Design==&lt;br /&gt;
Managing your Dwarves can be a tricky, and time consuming business.  Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue.  It is highly recommended that you use the [[Dwarf Therapist]] stand alone utility to assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/ Stone crafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker / Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting Build]]).  Early on, you will probably want focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor such that each Dwarf has a very limited number of labors assigned.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Loosing your fort to a siege is [[fun]], but loosing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear &amp;amp; have no skilled labor, and whose attributes pretty much suck all around, aka [[peasants]] are best used as dedicated haulers.      &lt;br /&gt;
&lt;br /&gt;
==Labor, Skill,  and product quality==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well he goes about performing this labor.  The more experience, the greater the skill. Certain job types can be completed more quickly based on the skill of the labor.  There are exceptions, such as [[nursing]] and [[hauling]] which will never be completed more quickly regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality, speed only for smoothing and track carving&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=19 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| no&lt;br /&gt;
| no experience gain {{bug|4577}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
| yes&lt;br /&gt;
| building design quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lever Operation&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Construction Removal &lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210410</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=210410"/>
		<updated>2014-08-29T21:59:02Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Major revision to enhance clarity and provide detailed interface instructions (Work In Progress)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:27, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;''' - &amp;lt;big&amp;gt;Boss Urist Mc Overstates-the-obvious&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Introduction to Labor==&lt;br /&gt;
At the most basic level, '''labor is how you things get done'''. When you want your [[dwarf]] to do a job of work you must assign that dwarf to a '''&amp;quot;labor&amp;quot;''' type that corresponds with the job.  You, as the [[fortress]] overseer, create jobs to be done by [[designations menu|designating]] them, and the dwarves who have been assigned the corresponding labor type appropriate to the job will complete the job.  Your dwarves function as semi-autonomous entities, fulfilling their own basic needs as they see fit, while also meeting the demand of work to be done when time and conditions allow.  Assigning specific labors to your dwarves tells them what type of work you want them to do. A labor &amp;quot;preference&amp;quot; simply designates whether a dwarf is allowed do a particular job or not. Multiple labors can be assigned to a single dwarf, (unless they are exclusive - see below) but specialization within a category is usually best as this will result in highly skilled (faster/ higher quality) labor.&lt;br /&gt;
&lt;br /&gt;
=== Basic Terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each Dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with process of assigning a labor to a Dwarf.  Dwarves do not prefer assigned labors over unassigned labors, rather they '''will only do jobs associated with labors that they &amp;quot;prefer&amp;quot;'''.  &lt;br /&gt;
*'''[[Skill]]:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The term labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[Profession token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs are also appear as jobs, such as [[DF2014:Food|eating]], [[sleep]]ing, [[DF2014:Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but again are not used in the performance of work.  An example is [[swimming]]. &lt;br /&gt;
&lt;br /&gt;
===Assigning Labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, lets say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}} job's [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your Dwarves and show their current activity.&lt;br /&gt;
##  Alternatively, you can use view {{k|v}} on the main map, or simply select a dwarf that is visible on your map using the cursor. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|c}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
##  The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[nickname]] or first name and last name as it reads in english, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skills]] and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
## Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {k|Esc}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggest that a Dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but is in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanagement tricks]].)&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Tool Requirements: ===&lt;br /&gt;
For certain jobs, such as mining in our example, a '''tool''' is also required for the job to be completed.  [[Miner]]s need [[pick]]s, [[Woodcutter]]s need an [[axe]], and [[Hunter]]s need a [[crossbow]].  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign one of the three labors listed to any single Dwarf.  Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Facility Requirements:  ===&lt;br /&gt;
Many jobs require a [[workshop]] or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.  &lt;br /&gt;
&lt;br /&gt;
== Labor Categories ==&lt;br /&gt;
Labor is divided in the game into the following related categories, which include specific labor associated with each category:&lt;br /&gt;
#  [[Mining]]:  In this case, this is the individual labor, and not a category of labor.&lt;br /&gt;
#  [[DF2014:Wood industry|Woodworking]]: Carpentry, Crossbow-making, Wood Cutting&lt;br /&gt;
#  [[v0.34:Stone industry|Stoneworking]]:  Masonry, Stone Detailing&lt;br /&gt;
#  [[Hunting]]/Related:  Animal Training, Animal Care, Hunting, Trapping, Small Animal Dissection&lt;br /&gt;
#  [[Healthcare]]:  Diagnosis, Surgery, Setting Bones, Suturing, Dressing Wounds, Feed Patients/Prisoners, Recovering Wounded&lt;br /&gt;
#  [[Farming]]/Related:  Butchery, Tanning, Farming (Fields), Dyeing, Soap Making, Wood Burning, Potash Making, Lye Making, Milling, Brewing, Plant Gathering, Plant Processing, Cheese Making, Milking, Shearing, Spinning, Cooking, Beekeeping&lt;br /&gt;
#  [[Fishing]]/Related:  Fishing, Fish Cleaning, Fish Dissection&lt;br /&gt;
#  [[DF2014:Metal industry|Metalsmithing]]: Furnace Operating, Weaponsmithing, Armoring, Blacksmithing, Metalcrafting&lt;br /&gt;
#  [[Jewelry]]:  Gem Cutting, Gem Setting&lt;br /&gt;
#  [[Crafts]]:  Leatherworking, Woodcrafting, Stonecrafting, Bone Carving, Glassmaking, Weaving, Clothesmaking, Strand Extraction, Pottery, Glazing, Wax Working&lt;br /&gt;
#  Engineering:  Siege Engineer, Siege Operating, Mechanics, Pump Operating&lt;br /&gt;
#  [[Hauling]]:  Stone Hauling, Wood Hauling, Item Hauling, Burial, Food Hauling, Refuse Hauling, Animal Hauling, Push/Haul Vehicles&lt;br /&gt;
#  Other Jobs:  Architecture, Alchemy, Cleaning&lt;br /&gt;
&lt;br /&gt;
== Managing Labor ==&lt;br /&gt;
&lt;br /&gt;
You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
 &lt;br /&gt;
Once designated as a '''labor preference''', a single [[skill]] can possibly be applied to many different '''jobs'''.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor, which in each of these cases is governed by the &amp;quot;bone carving&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Labor, Skill,  and product quality==&lt;br /&gt;
The [[experience]] a dwarf has with a certain labor will determine how well he goes about performing this labour. A higher experience will get the job done faster in all labors (which doesn't apply for labors in which no experience can be gained, like the nursing and hauling labours). However, only certain (typically crafting oriented) labors will produce products that have a [[quality]] tag.&lt;br /&gt;
The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labours a higher experience will only be beneficial for the speed of production.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Labor Design==&lt;br /&gt;
&lt;br /&gt;
Managing your Dwarves can be a tricky, and time consuming business.&lt;br /&gt;
&lt;br /&gt;
Many labor preferences, especially [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
The [[mining]], [[wood cutting]], and [[hunting]] labors require the dwarf to either pick up and wield a [[pick]], [[battle axe]], or [[crossbow]]. For this reason, a dwarf cannot be assigned to any combination of mining, wood cutting, or hunting at the same time. &lt;br /&gt;
&lt;br /&gt;
Jobs that are not labors: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
==Viewing labors==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
To change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{k|+}} and {{k|-}} to move the cursor up and down to highlight different categories or skills to enable or disable.&lt;br /&gt;
&lt;br /&gt;
Using {{k|u}} can help you locate dwarves. Select a dwarf, hit {{k|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.&lt;br /&gt;
&lt;br /&gt;
Labors are divided into skill trees - for instance, accessing [[metalsmithing]] allows you to enable various jobs that are related to working with metal, such as [[weaponsmithing]] and [[armorsmith]]ing.&lt;br /&gt;
&lt;br /&gt;
A category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
The Woodcutting, Mining and Hunting labors are mutually exclusive, since they each require the dwarf to equip a different tool.&lt;br /&gt;
&lt;br /&gt;
Note that changes in labors will not always take effect immediately - if a labor is deselected on a dwarf, say Mining, who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|-&lt;br /&gt;
| Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
|-&lt;br /&gt;
| Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* [[Food hauling]]&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* Animal hauling&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling&lt;br /&gt;
* Push /Haul Vehicle&lt;br /&gt;
|-&lt;br /&gt;
| Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
* Lever Operation&lt;br /&gt;
* Construction Removal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality, speed only for smoothing and track carving&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=19 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| no&lt;br /&gt;
| no experience gain {{bug|4577}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
| yes&lt;br /&gt;
| building design quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lever Operation&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Construction Removal &lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210049</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210049"/>
		<updated>2014-08-25T00:11:24Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Ceramic Industry Crossover */ link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.  Glazed earthenware products can take a considerable toll on your wood resources, in particular if you are using wood for fuel as well as a the glazing material (ash). &lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
==== Gypsum Plaster ====&lt;br /&gt;
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout.  Gypsum plaster is used to create casts which are used for [[healthcare]].  Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]].  The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.  &lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|400px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|Thumb|right|400px|]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Only.jpg|Thumb|left|400px|]]&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
[[File:Stoneware Only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
[[File:Porcelain only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry Output ==&lt;br /&gt;
*'''Jugs and Large Pots:'''  Given that there is considerable work required to use [[earthenware]] jugs and large pots for liquid storage (i.e. glazing), it is reasonable to question their utility.  One consideration for their use would be the consideration item [[weight]].  Earthenware is the lightest of the three ware types with a [[density]] of 1360, which is much less than almost every type of stone, and also much less than all three types of glass (2600).  [[Jet]] (stone) is the exception, as its density is just below that of earthenware (1320).  The lightest normal (not [[adamantine]]) metal is [[aluminum]] at 2700.  Large pots used for [[booze]] storage are typically hauled all over your fortress, so the lighter and thereby faster they are, the more efficient they become.  So the extra effort of producing glazed earthenware large pots will result in the largest, and effectively lightest liquid containers, (unless, of course you have gobs of adamantine to spare.)&lt;br /&gt;
*'''Crafts:'''  The ceramic industry is one of the few industries that does not benefit from a nearby [[craftsdwarf's workshop]].  As with the [[metal industry|metal]] and [[glass industry|glass industries]], a unique facility is required to create crafts, and for ceramics this is the [[kiln]].  That said, the kiln cannot be used to make ceramic goblets, instruments, or toys.&lt;br /&gt;
*'''Ceramic Bricks (aka blocks):'''   While all ceramic bricks are [[fire-safe]], they are not [[magma safe]], (even though porcelain is made from the magma safe stone kaolinite).  Ceramic bricks provide no functional benefit over stone blocks, and are less useful than the magma safe glass blocks produced by the glass industry.&lt;br /&gt;
*'''Statues:'''  If high value decorative metals ([[gold]], [[silver]], [[platinum]] &amp;amp; their [[metal|alloy]]s) are in short supply, and you are lucky enough to have some kaolinite, porcelain [[statue]]s can be used to create high value rooms.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ceramics Industry Integrated Flowchart ===&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry Crossover ==&lt;br /&gt;
# '''Glass Industry:''' As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by keeping the distance between the two industries short.&lt;br /&gt;
#'''Jewelry Industry:'''  Clay can be used by a [[gem cutter]] to advance their cutting [[skill]].  As clay is effectively unlimited, and as it requires no processing step (unlike [[glass]]) in order to be used, it is a very efficient material for training your gem cutters, and it can be transported more quickly than stone.  The main drawback is the time it takes for an [[hauling|item hauler]] to gather the clay. &lt;br /&gt;
#'''Fuel Industry:'''  The ceramic industry relies on fuel to function properly.  Until magma becomes available, a steady supply of [[coke]] or [[charcoal]] will be necessary. &lt;br /&gt;
#'''Wood Industry:'''  The glazing of earthenware products relies on [[ash]].  If you plan on developing a large ceramic industry, integration of ash production directly into the ceramics facility layout is recommended.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either '''&amp;quot;clay&amp;quot;''' or '''&amp;quot;shallow clay&amp;quot;''' in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction, similar to stone boulders.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210048</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210048"/>
		<updated>2014-08-25T00:09:26Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Ceramic Industry Output = */ fixing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
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=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.  Glazed earthenware products can take a considerable toll on your wood resources, in particular if you are using wood for fuel as well as a the glazing material (ash). &lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
==== Gypsum Plaster ====&lt;br /&gt;
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout.  Gypsum plaster is used to create casts which are used for [[healthcare]].  Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]].  The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.  &lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|400px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|Thumb|right|400px|]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
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[[File:Ash Only.jpg|Thumb|left|400px|]]&lt;br /&gt;
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==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
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== Stoneware Production: ==&lt;br /&gt;
[[File:Stoneware Only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
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== Porcelain Production: ==&lt;br /&gt;
[[File:Porcelain only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
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==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry Output ==&lt;br /&gt;
*'''Jugs and Large Pots:'''  Given that there is considerable work required to use [[earthenware]] jugs and large pots for liquid storage (i.e. glazing), it is reasonable to question their utility.  One consideration for their use would be the consideration item [[weight]].  Earthenware is the lightest of the three ware types with a [[density]] of 1360, which is much less than almost every type of stone, and also much less than all three types of glass (2600).  [[Jet]] (stone) is the exception, as its density is just below that of earthenware (1320).  The lightest normal (not [[adamantine]]) metal is [[aluminum]] at 2700.  Large pots used for [[booze]] storage are typically hauled all over your fortress, so the lighter and thereby faster they are, the more efficient they become.  So the extra effort of producing glazed earthenware large pots will result in the largest, and effectively lightest liquid containers, (unless, of course you have gobs of adamantine to spare.)&lt;br /&gt;
*'''Crafts:'''  The ceramic industry is one of the few industries that does not benefit from a nearby [[craftsdwarf's workshop]].  As with the [[metal industry|metal]] and [[glass industry|glass industries]], a unique facility is required to create crafts, and for ceramics this is the [[kiln]].  That said, the kiln cannot be used to make ceramic goblets, instruments, or toys.&lt;br /&gt;
*'''Ceramic Bricks (aka blocks):'''   While all ceramic bricks are [[fire-safe]], they are not [[magma safe]], (even though porcelain is made from the magma safe stone kaolinite).  Ceramic bricks provide no functional benefit over stone blocks, and are less useful than the magma safe glass blocks produced by the glass industry.&lt;br /&gt;
*'''Statues:'''  If high value decorative metals ([[gold]], [[silver]], [[platinum]] &amp;amp; their [[metal|alloy]]s) are in short supply, and you are lucky enough to have some kaolinite, porcelain [[statue]]s can be used to create high value rooms.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ceramics Industry Integrated Flowchart ===&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry Crossover ==&lt;br /&gt;
# '''Glass Industry:''' As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by keeping the distance between the two industries short.&lt;br /&gt;
#'''Jewelry Industry:'''  Clay can be used by a [[gem cutter]] to advance their cutting [[skill]].  As clay is effectively unlimited, and as it requires no processing step (unlike [[glass]]) in order to be used, it is a very efficient material for training your gem cutters, and it can be transported more quickly than stone.  The main drawback is the time it takes for an [[item hauler|hauler]] to gather the clay. &lt;br /&gt;
#'''Fuel Industry:'''  The ceramic industry relies on fuel to function properly.  Until magma becomes available, a steady supply of [[coke]] or [[charcoal]] will be necessary. &lt;br /&gt;
#'''Wood Industry:'''  The glazing of earthenware products relies on [[ash]].  If you plan on developing a large ceramic industry, integration of ash production directly into the ceramics facility layout is recommended.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either '''&amp;quot;clay&amp;quot;''' or '''&amp;quot;shallow clay&amp;quot;''' in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction, similar to stone boulders.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210037</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210037"/>
		<updated>2014-08-24T22:16:59Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Added 2 sections - &amp;quot;Industry Crossover&amp;quot; which provides info on how ceramics interacts w other industries, and &amp;quot;Ceramic Industry Output&amp;quot; which talks about the advantages and disadvantages of using ceramics for item productions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
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All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
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=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
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== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.  Glazed earthenware products can take a considerable toll on your wood resources, in particular if you are using wood for fuel as well as a the glazing material (ash). &lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
==== Gypsum Plaster ====&lt;br /&gt;
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout.  Gypsum plaster is used to create casts which are used for [[healthcare]].  Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]].  The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.  &lt;br /&gt;
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== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|400px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
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==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
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=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|Thumb|right|400px|]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
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[[File:Ash Only.jpg|Thumb|left|400px|]]&lt;br /&gt;
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==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
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== Stoneware Production: ==&lt;br /&gt;
[[File:Stoneware Only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
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== Porcelain Production: ==&lt;br /&gt;
[[File:Porcelain only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
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==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
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== Ceramic Industry Output ===&lt;br /&gt;
*'''Jugs and Large Pots:'''  Given that there is considerable work required to use [[earthenware]] jugs and large pots for liquid storage (i.e. glazing), it is reasonable to question their utility.  One consideration for their use would be the consideration item [[weight]].  Earthenware is the lightest of the three ware types with a [[density]] of 1360, which is much less than almost every type of stone, and also much less than all three types of glass (2600).  [[Jet]] (stone) is the exception, as its density is just below that of earthenware (1320).  The lightest normal (not [[adamantine]]) metal is [[aluminum]] at 2700.  Large pots used for [[booze]] storage are typically hauled all over your fortress, so the lighter and thereby faster they are, the more efficient they become.  So the extra effort of producing glazed earthenware large pots will result in the largest, and effectively lightest liquid containers, (unless, of course you have gobs of adamantine to spare.)&lt;br /&gt;
*'''Crafts:'''  The ceramic industry is one of the few industries that does not benefit from a nearby [[craftdwarfs workshop]].  As with the [[metal|metal industry]] and [[glass industries|glass industry]], a unique facility is required to create crafts, and for ceramics this is the [[kiln]].  That said, the kiln cannot be used to make ceramic goblets, instruments, or toys.&lt;br /&gt;
*'''Ceramic Bricks (aka blocks):'''   While all ceramic bricks are [[fire-proof]], they are not [[magma safe]], (even though porcelain is made from the magma safe stone kaolinite).  Ceramic bricks provide no functional benefit over stone blocks, and are less useful than the magma safe glass blocks produced by the glass industry.&lt;br /&gt;
*'''Statues:'''  If high value decorative metals ([[gold]], [[silver]], [[platinum]] &amp;amp; their [[alloys]]) are in short supply, and you are lucky enough to have some kaolinite, porcelain [[statues]] can be used to create high value rooms.&lt;br /&gt;
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== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
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Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
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==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
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=== Ceramics Industry Integrated Flowchart ===&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
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== Ceramic Industry Crossover ==&lt;br /&gt;
# '''Glass Industry:''' As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by keeping the distance between the two industries short.&lt;br /&gt;
#'''Jewelry Industry:'''  Clay can be used by a [[gem cutter]] to advance their cutting [[skill]].  As clay is effectively unlimited, and as it requires no processing step (unlike [[glass]]) in order to be used, it is a very efficient material for training your gem cutters, and it can be transported more quickly than stone.  The main drawback is the time it takes for an [[item hauler|hauler]] to gather the clay. &lt;br /&gt;
#'''Fuel Industry:'''  The ceramic industry relies on fuel to function properly.  Until magma becomes available, a steady supply of [[coke]] or [[charcoal]] will be necessary. &lt;br /&gt;
#'''Wood Industry:'''  The glazing of earthenware products relies on [[ash]].  If you plan on developing a large ceramic industry, integration of ash production directly into the ceramics facility layout is recommended.&lt;br /&gt;
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== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either '''&amp;quot;clay&amp;quot;''' or '''&amp;quot;shallow clay&amp;quot;''' in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction, similar to stone boulders.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
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{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210009</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210009"/>
		<updated>2014-08-24T16:06:58Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Undo revision 210007 by Bognor (talk) - reset to Lesothors formatting&lt;/p&gt;
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==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
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=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
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== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
==== Gypsum Plaster ====&lt;br /&gt;
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout.  Gypsum plaster is used to create casts which are used for [[healthcare]].  Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]].  The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.  &lt;br /&gt;
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== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|400px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|Thumb|right|400px|]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Only.jpg|Thumb|left|400px|]]&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
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&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
[[File:Stoneware Only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
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== Porcelain Production: ==&lt;br /&gt;
[[File:Porcelain only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
=== Ceramics Industry Integrated Flowchart ===&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either '''&amp;quot;clay&amp;quot;''' or '''&amp;quot;shallow clay&amp;quot;''' in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction, similar to stone boulders.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
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&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210004</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210004"/>
		<updated>2014-08-24T08:27:44Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Adjusting individual production flowcharts, added section on Gypsum Plaster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
==== Gypsum Plaster ====&lt;br /&gt;
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout.  Gypsum plaster is used to create casts which are used for [[healthcare]].  Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]].  The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.  &lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|400px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|Thumb|right|400px|]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Only.jpg|Thumb|left|400px|]]&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
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== Stoneware Production: ==&lt;br /&gt;
[[File:Stoneware Only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
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== Porcelain Production: ==&lt;br /&gt;
[[File:Porcelain only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
=== Ceramics Industry Integrated Flowchart ===&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either '''&amp;quot;clay&amp;quot;''' or '''&amp;quot;shallow clay&amp;quot;''' in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction, similar to stone boulders.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gypsum_plaster&amp;diff=210003</id>
		<title>Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gypsum_plaster&amp;diff=210003"/>
		<updated>2014-08-24T08:26:47Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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[[File:Gypsum Only.jpg|Thumb|right|350px]]&lt;br /&gt;
Gypsum plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] (but '''not''' [[anhydrite]]) and an empty [[bag]]. The production of gypsum plaster powder requires the [[Furnace operating]] skill. It is used in the production of [[plaster cast]]s, an item used by [[bone doctor]]s to immobilize the broken bones of injured dwarves.&lt;br /&gt;
&lt;br /&gt;
No [[stockpile]] options exist for controlling the storage of gypsum plaster - it is listed under the &amp;quot;Stone/Clay&amp;quot; material groups for Furniture, Blocks, and Finished Goods, but these settings have no effect because such objects will never actually be made '''of''' gypsum plaster; gypsum plaster bags are always stockpiled as if they are empty.&lt;br /&gt;
&lt;br /&gt;
Bags of plaster powder are automatically stored in [[container]]s located in [[hospital]] zones, provided there is room.&lt;br /&gt;
&lt;br /&gt;
At a kiln, if the option to produce it is unavailable despite meeting all requirements, the command &amp;quot;make plaster powder&amp;quot; in the manager menu should be used.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210001</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210001"/>
		<updated>2014-08-24T07:44:20Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Glazing */ Fixing Flowchart&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|500px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|thumbnail|right|500px]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210000</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210000"/>
		<updated>2014-08-24T07:42:30Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Raw Material Collection: Clay */&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|500px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
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{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209999</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209999"/>
		<updated>2014-08-24T07:37:44Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Raw Material Collection: Clay */  Flowchart Fix&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
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==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
[[File:Earthenware Only.jpg|framed|300px|right]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
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{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Glazing_only.jpg&amp;diff=209998</id>
		<title>File:Glazing only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Glazing_only.jpg&amp;diff=209998"/>
		<updated>2014-08-24T07:30:47Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: DorfyDave uploaded a new version of &amp;amp;quot;File:Glazing only.jpg&amp;amp;quot;: Bigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Glazing Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Stoneware_Only.jpg&amp;diff=209997</id>
		<title>File:Stoneware Only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Stoneware_Only.jpg&amp;diff=209997"/>
		<updated>2014-08-24T07:30:21Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: DorfyDave uploaded a new version of &amp;amp;quot;File:Stoneware Only.jpg&amp;amp;quot;: Bigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stoneware Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Porcelain_only.jpg&amp;diff=209996</id>
		<title>File:Porcelain only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Porcelain_only.jpg&amp;diff=209996"/>
		<updated>2014-08-24T07:29:50Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: DorfyDave uploaded a new version of &amp;amp;quot;File:Porcelain only.jpg&amp;amp;quot;: BIgger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Porcelain Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Earthenware_Only.jpg&amp;diff=209995</id>
		<title>File:Earthenware Only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Earthenware_Only.jpg&amp;diff=209995"/>
		<updated>2014-08-24T07:29:16Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: DorfyDave uploaded a new version of &amp;amp;quot;File:Earthenware Only.jpg&amp;amp;quot;: Bigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthenware Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Gypsum_Only.jpg&amp;diff=209994</id>
		<title>File:Gypsum Only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Gypsum_Only.jpg&amp;diff=209994"/>
		<updated>2014-08-24T07:28:39Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: DorfyDave uploaded a new version of &amp;amp;quot;File:Gypsum Only.jpg&amp;amp;quot;: Bigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gypsum Plaster Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ash_Only.jpg&amp;diff=209993</id>
		<title>File:Ash Only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ash_Only.jpg&amp;diff=209993"/>
		<updated>2014-08-24T07:28:03Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: DorfyDave uploaded a new version of &amp;amp;quot;File:Ash Only.jpg&amp;amp;quot;: Bigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ash Production Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ceramics_Flowchart_(All).jpg&amp;diff=209992</id>
		<title>File:Ceramics Flowchart (All).jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ceramics_Flowchart_(All).jpg&amp;diff=209992"/>
		<updated>2014-08-24T07:17:54Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: DorfyDave uploaded a new version of &amp;amp;quot;File:Ceramics Flowchart (All).jpg&amp;amp;quot;: Complete Ceramics Industry Flowchart including Fuel and Glaze Productions, linked to ware production.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production Flowcharts for Ceramics Industry&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Glazing_only.jpg&amp;diff=209991</id>
		<title>File:Glazing only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Glazing_only.jpg&amp;diff=209991"/>
		<updated>2014-08-24T07:10:52Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Glazing Flowchart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Glazing Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Stoneware_Only.jpg&amp;diff=209990</id>
		<title>File:Stoneware Only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Stoneware_Only.jpg&amp;diff=209990"/>
		<updated>2014-08-24T07:10:25Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Stoneware Flowchart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stoneware Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Porcelain_only.jpg&amp;diff=209989</id>
		<title>File:Porcelain only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Porcelain_only.jpg&amp;diff=209989"/>
		<updated>2014-08-24T07:09:53Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Porcelain Flowchart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Porcelain Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Earthenware_Only.jpg&amp;diff=209988</id>
		<title>File:Earthenware Only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Earthenware_Only.jpg&amp;diff=209988"/>
		<updated>2014-08-24T07:09:29Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Earthenware Flowchart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthenware Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Gypsum_Only.jpg&amp;diff=209987</id>
		<title>File:Gypsum Only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Gypsum_Only.jpg&amp;diff=209987"/>
		<updated>2014-08-24T07:08:50Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Gypsum Plaster Flowchart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gypsum Plaster Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ash_Only.jpg&amp;diff=209986</id>
		<title>File:Ash Only.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ash_Only.jpg&amp;diff=209986"/>
		<updated>2014-08-24T07:08:10Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Ash Production Flowchart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ash Production Flowchart&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DorfyDave&amp;diff=209977</id>
		<title>User:DorfyDave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DorfyDave&amp;diff=209977"/>
		<updated>2014-08-24T04:17:59Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Created page with &amp;quot;I'm a lumberjack and I'm ok...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a [[Woodcutter|lumberjack]] and I'm ok...&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=209976</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=209976"/>
		<updated>2014-08-24T04:16:20Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Ceramic Industry page assistance. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Lethosor/header}}&lt;br /&gt;
{{Archive|&lt;br /&gt;
* [[/archive1|Archive 1 &amp;lt;br&amp;gt;(February-August 2013)]]&lt;br /&gt;
* [[/archive2|Archive 2 &amp;lt;br&amp;gt;(Sept. 2013 - May 2014)]]&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Bot requests==&lt;br /&gt;
&amp;lt;div style=&amp;quot;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&amp;gt;&lt;br /&gt;
[{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=1&amp;amp;editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request''']&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To keep this organized, please add requests at the bottom of this section in a sub-section (e.g. === Title ===, with 3 = signs)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Underpopulated categories ===&lt;br /&gt;
&lt;br /&gt;
Many categories in the DF2014 namespace don't list some of the pages that have the category link. An empty edit on a page (well, any edit) will correct this, but only for that page. This sounds like a job for a bot. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 19:00, 21 July 2014 (UTC)&lt;br /&gt;
:I'm pretty sure that's a cache problem, so I'll try rebuilding link tables on the server side and see if that helps (it would probably be a lot faster than sending a bot around to null-edit every page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:41, 21 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
&lt;br /&gt;
Take a look over [[DF talk:diagram|here]]. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 15:45, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry page assistance. ==&lt;br /&gt;
&lt;br /&gt;
(Message here) --[[User:DorfyDave|DorfyDave]] ([[User talk:DorfyDave|talk]]) 04:16, 24 August 2014 (UTC)&lt;br /&gt;
Thanks for the help with the ceramic industry stuff.&lt;br /&gt;
&lt;br /&gt;
I see what you are doing with the thumbnail workflows on other pages, so if you would rather it be small and let the reader expand it, that would be fine.&lt;br /&gt;
&lt;br /&gt;
I was thinking that the pages looked better with the intro section before the regular content, keeping it separate from the auto TOC / Header listed content, but if you prefer that everything follow the layered header format, that's fine.&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209953</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209953"/>
		<updated>2014-08-24T00:09:35Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Notes, Tips, and Tricks: */  added ceramic links template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Ceramic Links}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209952</id>
		<title>Template:DF2014 ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209952"/>
		<updated>2014-08-24T00:08:47Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Finishing up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Ceramic Links&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Wares&lt;br /&gt;
| [[Earthenware]] - [[Stoneware]] - [[Porcelain]] - [[Ceramic]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Raw Materials&lt;br /&gt;
| [[Clay]] - [[Fire clay]] - [[Kaolinite]] - [[Ash]] - [[Cassiterite]] - [[Fuel]]  - [[Activity zone]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Facilities&lt;br /&gt;
| [[Kiln]] - [[Magma kiln]] - [[Wood furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Labors&lt;br /&gt;
| [[Potter]] - [[Glazer]] - [[Hauling|Clay collector]] - [[Furnace operator]] - [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Products&lt;br /&gt;
| [[Craft]]s - [[Large pot]]s - [[Jug]]s - [[Block|Bricks]] - [[Statue]] - [[Hive|Beehive]] - [[Gypsum plaster]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Bugs&lt;br /&gt;
| {{bug|4577}} - {{Bug|5275}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209951</id>
		<title>Template:DF2014 ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209951"/>
		<updated>2014-08-24T00:00:07Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: fixing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Ceramic Links&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Wares&lt;br /&gt;
| [[Earthenware]] - [[Stoneware]] - [[Porcelain]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Raw Materials&lt;br /&gt;
| [[Clay]] - [[Fire clay]] - [[Kaolinite]] - [[Ash]] - [[Cassiterite]] - [[Fuel]]  - [[Activity zone]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Facilities&lt;br /&gt;
| [[Kiln]] - [[Magma kiln]] - [[Wood furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Labors&lt;br /&gt;
| [[Potter]] - [[Glazer]] - [[Hauling|Clay collector]] - [[Furnace operator]] - [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Products&lt;br /&gt;
| [[Craft]]s - [[Large pot]]s - [[Jug]]s - [[Block|Bricks]] - [[Statue]] - [[Hive|Beehive]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209950</id>
		<title>Template:DF2014 ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209950"/>
		<updated>2014-08-23T23:58:37Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: fixing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Ceramic Links&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Wares&lt;br /&gt;
| [[Earthenware]] - [[Stoneware]] - [[Porcelain]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Raw Materials&lt;br /&gt;
| [[Clay]] - [[Fire clay]] - [[Kaolinite]] - [[Ash]] - [[Cassiterite]] - [[Fuel]]  - [[Activity zone]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Facilities&lt;br /&gt;
| [[Kiln]] - [[Magma kiln]] - [[Wood furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Labors&lt;br /&gt;
| [[Potter]] - [[Glazer]] - [[Hauler|Clay collector]] - [[Furnace operator]] - [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Products&lt;br /&gt;
| [[Craft]]s - [[Large pot]]s - [[Jug]]s - [[Block|Bricks]] - [[Statue]] - [[Hive|Beehive]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209949</id>
		<title>Template:DF2014 ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209949"/>
		<updated>2014-08-23T23:56:49Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: fixing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Ceramic Links&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Wares&lt;br /&gt;
| [[Earthenware]] - [[Stoneware]] - [[Porcelain]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Raw Materials&lt;br /&gt;
| [[Clay]] - [[Fire clay]] - [[Kaolinite]] - [[Ash]] - [[Cassiterite]] - [[Fuel]]  - [[Activity Zone]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Facilities&lt;br /&gt;
| [[Kiln]] - [[Magma kiln]] - [[Wood furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Labors&lt;br /&gt;
| [[Potter]] - [[Glazer]] - [[Hauler|Clay Collector]] - [[Furnace Operator]] - [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Products&lt;br /&gt;
| [[Craft]]s - [[Large Pot]]s - [[Jug]]s - [[Block|Bricks]] - [[Statue]] - [[Hive|Beehive]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209948</id>
		<title>Template:DF2014 ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209948"/>
		<updated>2014-08-23T23:55:30Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Created as a quick link footnote for Ceramic Industry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Ceramic Links&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Wares&lt;br /&gt;
| [[Earthenware]] - [[Stoneware]] - [[Porcelain]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Raw Materials&lt;br /&gt;
| [[Clay]] - [[Fire Clay]] - [[Kaolinite]] - [[Ash]] - [[Cassiterite]] - [[Fuel]]  - [[Activity Zones]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Facilities&lt;br /&gt;
| [[Kiln]] - [[Magma kiln]] - [[Wood furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Labors&lt;br /&gt;
| [[Potter]] - [[Glazer]] - [[Hauler|Clay Collector]] - [[Furnace Operator]] - [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Products&lt;br /&gt;
| [[Craft]]s - [[Large Pot]]s - [[Jug]]s - [[Block|Bricks]] - [[Statue]] - [[Hive|Beehive]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209947</id>
		<title>Template:DF2014 ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_ceramic_industry&amp;diff=209947"/>
		<updated>2014-08-23T23:50:17Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Ceramic Links&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Wares&lt;br /&gt;
| [[Earthenware]] - [[Stoneware]] - [[Porcelain]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Raw Materials&lt;br /&gt;
| [[Clay]] - [[Fire Clay]] - [[Kaolinite]] - [[Ash]] - [[Cassiterite]] - [[Fuel]]  - [[Activity Zones]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Facilities&lt;br /&gt;
| [[Kiln]] - [[Magma kiln]] - [[Wood furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Labors&lt;br /&gt;
| [[Potter]] - [[Glazer]] - [[Hauler|Clay Collector]] - [[Furnace Operator]] - [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Products&lt;br /&gt;
| [[Craft]]s - [[Large Pot]]s - [[Jug]]s - [[Bricks|Block]] - [[Statue]] - [[Beehive]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Ceramic_Links}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Ceramic_industry&amp;diff=209943</id>
		<title>DF2014 Talk:Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Ceramic_industry&amp;diff=209943"/>
		<updated>2014-08-23T22:37:33Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: Created page with &amp;quot;== To be Verified == Are porcelain constructions (from blocks) magma safe.  Kaolinite stone is magma safe, but i have yet to see if the constructs are magma safe.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== To be Verified ==&lt;br /&gt;
Are porcelain constructions (from blocks) magma safe.  Kaolinite stone is magma safe, but i have yet to see if the constructs are magma safe.&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209942</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209942"/>
		<updated>2014-08-23T22:35:16Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Porcelain */  added magma safe info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209941</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209941"/>
		<updated>2014-08-23T22:30:11Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Raw Material Collection: Kaolinite */ added note about outpost liaison trading for kaolinite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).&lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209940</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209940"/>
		<updated>2014-08-23T22:15:22Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Industry Requirements: Resources, Facilities, and Labor */ typo&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).&lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.   &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209939</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209939"/>
		<updated>2014-08-23T22:13:44Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Porcelain Production: */ seemed better to put the flowchart after the general discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]); [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).&lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.   &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209938</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209938"/>
		<updated>2014-08-23T22:13:06Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Porcelain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]); [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).&lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.   &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209937</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209937"/>
		<updated>2014-08-23T22:12:17Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Earthenware Production */ just moved flowchart above the header - was under it, looked like it was only for earthenware rather than all 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]); [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).    &lt;br /&gt;
&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.   &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209935</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209935"/>
		<updated>2014-08-23T22:08:03Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Item Production: Firing Porcelain */ link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]); [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).    &lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
{{collapsible|Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.   &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209934</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209934"/>
		<updated>2014-08-23T22:07:39Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Item Production: Firing Fire Clay */ fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]); [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).    &lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
{{collapsible|Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.   &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209929</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209929"/>
		<updated>2014-08-23T22:02:34Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Notes, Tips, and Tricks: */ Added note on fire save vs magma safe, finished up D for Dwarf&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Ceramics==&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]); [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).    &lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
{{collapsible|Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
&lt;br /&gt;
== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.   &lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[Wood Furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bins]], so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash makers]] use ash at [[Ashery]]s to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
 &lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
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&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209927</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=209927"/>
		<updated>2014-08-23T21:52:15Z</updated>

		<summary type="html">&lt;p&gt;DorfyDave: /* Introduction to Ceramics */ fix&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
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==Introduction to Ceramics==&lt;br /&gt;
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The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
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All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
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=== Industry Requirements: Resources, Facilities, and Labor ===&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]); [[Potash]] (for Pearlash)&lt;br /&gt;
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== Categories of Ceramic Wares: ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).    &lt;br /&gt;
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== Earthenware Production: ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
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==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
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=== Glazing ===&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|right|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
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==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
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== Stoneware Production: ==&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
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==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
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== Porcelain Production: ==&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.   &lt;br /&gt;
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==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
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== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
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Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
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==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[Wood Furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bins]], so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash makers]] use ash at [[Ashery]]s to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
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== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&amp;lt;br /&amp;gt;&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.    &lt;br /&gt;
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{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>DorfyDave</name></author>
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