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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crop&amp;diff=164545</id>
		<title>v0.34:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crop&amp;diff=164545"/>
		<updated>2012-02-21T21:26:08Z</updated>

		<summary type="html">&lt;p&gt;Herode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:32, 08 November 2010 (UTC)}}{{Buggy}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''(This article is about plants. If you want information about trees, see [[Tree]].)''&lt;br /&gt;
&lt;br /&gt;
'''Crops''' (or more accurately '''plants''') can either be [[farming|farmed]], traded for, or acquired by plant gathering. Farming happens at farm plots. There are two types of crops: above ground and subterranean. The seeds of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). &lt;br /&gt;
&lt;br /&gt;
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note &amp;quot;4&amp;quot;, below.) &lt;br /&gt;
&lt;br /&gt;
Most plants can be brewed into alcohols, each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products. Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.&lt;br /&gt;
&lt;br /&gt;
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without container, seeds are stored individually or in bags which can then be put into barrels. Note that while any number of seeds fits in one barrel, there is a limit of 200 total seeds of any one type; it may be advisable to have a one-tile stockpile that accepts only seeds next to your farm(s).&lt;br /&gt;
&lt;br /&gt;
Plump helmets and pig tails can be harvested 25 days after sowing. All other crops need about 42 days.&lt;br /&gt;
 &lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; ale|drinkv=10|prod=Pig tail thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; beer|drinkv=10|cook=p|prod=Dwarven wheat flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons3|1|1||}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; rum|drinkv=10|cook=p|prod=Dwarven sugar (m)&amp;lt;br /&amp;gt;Dwarven syrup (l)|prodv=20☼&amp;lt;br /&amp;gt;100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons3|1|1|1|}}|biome=Wet cavern|value=4|cook=p|prod=Quarry bush leaves (b)&amp;lt;br /&amp;gt;Rock Nut Paste (m)&amp;lt;br /&amp;gt;Rock Nut Press Cake (s)&amp;lt;br /&amp;gt;Rock Nut Oil (s)|prodv=25☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;5☼}}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Wet cavern|value=4|prod=Dimple [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Muck root/4|tile=τ|color=0:1|biome=Wetland/Wet|value=1|drink=Swamp&amp;lt;br /&amp;gt;whiskey|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Bloated tuber/4|tile=Φ|color=6:0|biome=Wetland/Dry|value=2|drink=Tuber&amp;lt;br /&amp;gt; beer|drinv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Kobold bulb/4|tile=Φ|color=0:1|biome=Wetland/Wet|value=5|prod=[[Gnomeblight]] (e)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not freezing/Dry|value=1|drink=Prickle&amp;lt;br /&amp;gt;berry wine|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Wild strawberry|tile=:|color=4:0|biome=Not freezing/Dry|value=4|drink=Strawberry&amp;lt;br /&amp;gt;wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not freezing/Dry|value=4|drink=Longland&amp;lt;br /&amp;gt;beer|drinkv=10|cook=p|prod=Longland flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Valley herb/4|tile=ÿ|color=2:1|seasons={{seasons3|1|||}}|biome=Temperate grassland/Dry|value=10|cook=y|prod=[[Golden salve]] (v)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not freezing/Wet|value=1|drink=Sewer&amp;lt;br /&amp;gt; brew|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not freezing/Wet|value=4|drink=Fisher&amp;lt;br /&amp;gt;berry wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not freezing/Wet|value=4|drink=River&amp;lt;br /&amp;gt; spirits|prod=Rope reed thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not freezing/Dry|value=4|prod=Emerald [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not freezing/Dry|value=1|prod=Redroot [[dye]] (m)|prodv=10}}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not freezing/Dry|align=Evil|value=1|drink=Gutter&amp;lt;br /&amp;gt; cruor|drinkv=5|prod=Sliver [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not freezing/Wet|align=Good|value=9|drink=Sunshine|drinkv=25|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not freezing/Dry|align=Savage|value=1|drink=Whip wine|drinkv=15|cook=p|prod=Whip vine flour (m)|prodv=25}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. [[v0.31_Talk:Cook#No_Seeds|Cooking leaves no seeds for re-planting.]]&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:&lt;br /&gt;
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): At [[quern]] or [[millstone]], using [[milling]].&lt;br /&gt;
::*'''b''': process to bag ([[quarry bush]]): At [[farmer's workshop]], using [[plant processing]].&lt;br /&gt;
::*'''s''': press paste into oil ([[quarry bush]]): At [[screw press]].&lt;br /&gt;
::*'''l''': process to barrel ([[sweet pod]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''p''': process plant ([[pig tail]], [[rope reed]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''v''': process to vial ([[valley herb]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''e''': extract plant essence ([[kobold bulb]]): At [[still]], using [[plant gathering]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Good/evil plants/trees don't appear ([[Sliver barb]]s and [[Sun berry|Sun berries]]){{Bug|4133}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Crops| }}&lt;/div&gt;</summary>
		<author><name>Herode</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=164544</id>
		<title>v0.34:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=164544"/>
		<updated>2012-02-21T21:24:46Z</updated>

		<summary type="html">&lt;p&gt;Herode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires [[seeds]] and a worker with the &amp;quot;Farming (Fields)&amp;quot; [[labor]] enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do not need to make the roof out of glass for this to work).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock, you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[wild strawberries]] are a good choice for outdoor fields.  Check the [[crop]]s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be [[brew]]ed.  This will create [[alcohol]] and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
&amp;lt;Table BORDER=1 align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Farm Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Potash&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Per Square&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1.000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.286&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.375&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.272&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.266&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.263&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;23&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.260&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.259&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|f}} lets you toggle fertilization on or off.  To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires plot size / 4 (round down) + 1 of [[potash]] for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. The table on the right illustrates the effect of the formula on potash needed per square. Generally, larger farms use less, approaching a limit of 1/4 bar per square. The worst sizes are multiples of 4, it's better to have plots one or two less than a multiple of 4. While costly, fertilization enhances productivity of not only farmers, but many industries down the line, e.g. brewing, cooking, milling and threshing, due to the large increase in stack size of the plants, which are still processed in a single action.  Fertilizing grants 30 XP of farming experience for each unit of potash used.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the [[plump helmet]], you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.{{version|0.31.19}}&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible in [[Ocean]] and [[Mountain]] biomes, even if the farm is built on mud.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[mill]]ed, [[thresher|threshed]] or [[dining hall|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, being [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[wild strawberry|wild strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on unmuddied rock layers will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seed. Farmers will not start planting if the tile they would start on is not muddy, even if all other tiles in the plot are.&amp;lt;sup&amp;gt;Verify&amp;lt;/sup&amp;gt; The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants.&lt;br /&gt;
Also any plants that are still growing when their growing seasons end will be removed. As in DF 2010 farmers will plant up until the last day of the growing season, it might be a good idea to disable the last season of each crop so that seeds are not lost.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of catastrophe.&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Herode</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Standing_orders&amp;diff=150787</id>
		<title>40d:Standing orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Standing_orders&amp;diff=150787"/>
		<updated>2011-06-27T17:03:58Z</updated>

		<summary type="html">&lt;p&gt;Herode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Unrated}}{{av}}&lt;br /&gt;
Standing orders that apply to the whole fortress can be accessed with {{K|o}}&lt;br /&gt;
&lt;br /&gt;
* {{K|i}} Civilians or all dwarves can be ordered to stay indoors, which can save lives in a {{L|siege}}. Note that &amp;quot;indoors&amp;quot; actually means {{L|Tile attributes|subterranean}}: any &amp;quot;Inside Above Ground&amp;quot; areas will be forbidden just like &amp;quot;Outside&amp;quot; areas. This order is no longer available in 0.31.25, you will use [[burrows]] and [[civilian alert]] instead.&lt;br /&gt;
* {{K|x}} adjusts the level of job cancellation announcements that are shown&lt;br /&gt;
* {{K|a}} toggles whether dwarves will move caged animals to a stockpile&lt;br /&gt;
* {{K|f}} toggles whether dwarves will move food to a stockpile&lt;br /&gt;
* {{K|u}} toggles whether dwarves will move furniture to a stockpile&lt;br /&gt;
* {{K|g}} toggles whether dwarves will move dead dwarves to a stockpile&lt;br /&gt;
* {{K|r}} sets [[#Refuse orders|refuse orders]]&lt;br /&gt;
* {{K|F}} sets {{L|forbid}} orders&lt;br /&gt;
* {{K|s}} toggles whether dwarves will move stone to a stockpile&lt;br /&gt;
* {{K|w}} toggles whether dwarves will move wood to a stockpile&lt;br /&gt;
* {{K|h}} toggles who will harvest plants from {{L|farm plot|farm plots}} - if set to &amp;quot;Dwarves All Harvest&amp;quot;, all dwarves will participate, including {{L|noble|nobles}} and {{L|children}}.&lt;br /&gt;
* {{K|m}} toggles whether different types of food can be put in one barrel at a stockpile&lt;br /&gt;
* {{K|W}} sets [[#Workshop orders|workshop orders]]&lt;br /&gt;
* {{K|z}} sets [[#Activity zone orders|activity zone orders]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refuse orders===&lt;br /&gt;
Dwarves can do different things with different types of {{L|refuse}}.&lt;br /&gt;
You can tell them to ignore refuse altogether {{K|r}} for a smelly fort, or to gather refuse even from outside {{K|o}} which is mainly useful for collecting animals killed by military dwarves (only {{L|ambusher|hunters}} will return animals they kill, and even then will not return animals which were not the target of a hunt when they died).&lt;br /&gt;
Each type of refuse can be toggled between &amp;quot;save&amp;quot; (bring to a stockpile) and &amp;quot;dump&amp;quot; (throw in a garbage dump {{L|activity zone}})&lt;br /&gt;
&lt;br /&gt;
===Workshop orders===&lt;br /&gt;
Many workshops will generate tasks automatically, from this menu you can turn that off for selected workshops.&lt;br /&gt;
The {{L|loom}} and {{L|clothier's shop}} can be further configured to use only dyed thread/cloth or any type.&lt;br /&gt;
Since finished clothing cannot be dyed, this is one way to make sure the clothing is of best quality possible.&lt;br /&gt;
&lt;br /&gt;
===Activity zone orders===&lt;br /&gt;
Fishing and drinking (water source) zones can be set to mandatory here, which can be useful if you need to keep {{L|fisherdwarf|fisherdwarves}} away from a {{L|carp}} infested river.&lt;br /&gt;
&lt;br /&gt;
===When dwarves disobey orders===&lt;br /&gt;
====Staying indoors====&lt;br /&gt;
When you have only outdoor meeting areas (for example to prevent {{L|cave adaptation}}) and tell your dwarves to stay inside, the ones that have nothing to do seem to just stand around wherever they were, looking silly, even when they are outdoors, Designate a meeting area inside and they'll run there. Disable it when you don't need it ({{K|i}}{{K|a}}) and your dwarves will keep on using the outdoor meeting area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Herode</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Standing_orders&amp;diff=150737</id>
		<title>40d:Standing orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Standing_orders&amp;diff=150737"/>
		<updated>2011-06-26T19:03:10Z</updated>

		<summary type="html">&lt;p&gt;Herode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Unrated}}{{av}}&lt;br /&gt;
Standing orders that apply to the whole fortress can be accessed with {{K|o}}&lt;br /&gt;
&lt;br /&gt;
* {{K|i}} Civilians or all dwarves can be ordered to stay indoors, which can save lives in a {{L|siege}}. Note that &amp;quot;indoors&amp;quot; actually means {{L|Tile attributes|subterranean}}: any &amp;quot;Inside Above Ground&amp;quot; areas will be forbidden just like &amp;quot;Outside&amp;quot; areas. Note : this order is no longer available in 0.31.25&lt;br /&gt;
* {{K|x}} adjusts the level of job cancellation announcements that are shown&lt;br /&gt;
* {{K|a}} toggles whether dwarves will move caged animals to a stockpile&lt;br /&gt;
* {{K|f}} toggles whether dwarves will move food to a stockpile&lt;br /&gt;
* {{K|u}} toggles whether dwarves will move furniture to a stockpile&lt;br /&gt;
* {{K|g}} toggles whether dwarves will move dead dwarves to a stockpile&lt;br /&gt;
* {{K|r}} sets [[#Refuse orders|refuse orders]]&lt;br /&gt;
* {{K|F}} sets {{L|forbid}} orders&lt;br /&gt;
* {{K|s}} toggles whether dwarves will move stone to a stockpile&lt;br /&gt;
* {{K|w}} toggles whether dwarves will move wood to a stockpile&lt;br /&gt;
* {{K|h}} toggles who will harvest plants from {{L|farm plot|farm plots}} - if set to &amp;quot;Dwarves All Harvest&amp;quot;, all dwarves will participate, including {{L|noble|nobles}} and {{L|children}}.&lt;br /&gt;
* {{K|m}} toggles whether different types of food can be put in one barrel at a stockpile&lt;br /&gt;
* {{K|W}} sets [[#Workshop orders|workshop orders]]&lt;br /&gt;
* {{K|z}} sets [[#Activity zone orders|activity zone orders]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refuse orders===&lt;br /&gt;
Dwarves can do different things with different types of {{L|refuse}}.&lt;br /&gt;
You can tell them to ignore refuse altogether {{K|r}} for a smelly fort, or to gather refuse even from outside {{K|o}} which is mainly useful for collecting animals killed by military dwarves (only {{L|ambusher|hunters}} will return animals they kill, and even then will not return animals which were not the target of a hunt when they died).&lt;br /&gt;
Each type of refuse can be toggled between &amp;quot;save&amp;quot; (bring to a stockpile) and &amp;quot;dump&amp;quot; (throw in a garbage dump {{L|activity zone}})&lt;br /&gt;
&lt;br /&gt;
===Workshop orders===&lt;br /&gt;
Many workshops will generate tasks automatically, from this menu you can turn that off for selected workshops.&lt;br /&gt;
The {{L|loom}} and {{L|clothier's shop}} can be further configured to use only dyed thread/cloth or any type.&lt;br /&gt;
Since finished clothing cannot be dyed, this is one way to make sure the clothing is of best quality possible.&lt;br /&gt;
&lt;br /&gt;
===Activity zone orders===&lt;br /&gt;
Fishing and drinking (water source) zones can be set to mandatory here, which can be useful if you need to keep {{L|fisherdwarf|fisherdwarves}} away from a {{L|carp}} infested river.&lt;br /&gt;
&lt;br /&gt;
===When dwarves disobey orders===&lt;br /&gt;
====Staying indoors====&lt;br /&gt;
When you have only outdoor meeting areas (for example to prevent {{L|cave adaptation}}) and tell your dwarves to stay inside, the ones that have nothing to do seem to just stand around wherever they were, looking silly, even when they are outdoors, Designate a meeting area inside and they'll run there. Disable it when you don't need it ({{K|i}}{{K|a}}) and your dwarves will keep on using the outdoor meeting area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Herode</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stocks&amp;diff=149707</id>
		<title>v0.31:Stocks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stocks&amp;diff=149707"/>
		<updated>2011-05-29T08:50:05Z</updated>

		<summary type="html">&lt;p&gt;Herode: /* Item Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:30, 14 October 2010 (UTC)}}{{av}}&lt;br /&gt;
The '''Stocks''' screen, accessible via the '''{{L|Status}}''' screen, is a careful record of your fort's entire inventory.  It is managed by the {{L|bookkeeper}}, who periodically must update the {{L|stockpile}} records, depending on how quickly your fort's {{L|wealth}} is growing or being depleted.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
The Stocks screen displays a list of product categories on the left side.  Next to those categories is the total number of objects you have that fit within that category, split into first column (grey): number available or in use normally, and second column (red): number of restricted items (read more below), both adding up to the total number on the map.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_stocks_screen.png|800px]]&lt;br /&gt;
==Bookkeeping &amp;amp; precision==&lt;br /&gt;
&lt;br /&gt;
Precision determines how well your dwarves are keeping count of all your items.  Items are grouped into general categories - for instance, all hand weapons, crossbows and picks are &amp;quot;weapons&amp;quot;.  The biggest is typically &amp;quot;stones&amp;quot; - all stones you have mined out are included in one category, and viewable by specific type only if your level of accuracy is adequate for that number; anything less, and you will only have a rough total, no ability to view or manipulate the individual items.&lt;br /&gt;
&lt;br /&gt;
The precision of the Stocks screen depends on the settings of the {{L|bookkeeper}} {{L|noble}}. (Use {{k|n}} {{k|s}} to access that screen.) Precision affects three factors - the time spent at that labor (more precision takes more time), the number of significant figures (see immediately below), and whether the Inventory is active or unavailable for a given item type (see Inventory, bottom).  &lt;br /&gt;
&lt;br /&gt;
There are five possible settings:&lt;br /&gt;
&lt;br /&gt;
; Lowest Precision&lt;br /&gt;
: This is the default setting, precise only to one significant figure.  It's only fine for your initial embark until you feel you need the Inventory feature, below, and have time to designate a {{L|chair}} ''(perhaps in your first {{L|dining room}}, at least to start)'' as an {{L|office}}/study.&lt;br /&gt;
:*Any number from 0 to 9 will be exact.  Inventory is available only for categories with 9 items or less.&lt;br /&gt;
:*A number from 10 to 99 will be rounded to the nearest 10.&lt;br /&gt;
:*A number from 100 to 999 will be rounded to the nearest 100.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 1,000.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 10,000.&lt;br /&gt;
&lt;br /&gt;
; Low Precision&lt;br /&gt;
: This setting is precise to two significant figures.  This is fine for a starting fortress, since few will have over 99 of most items, stone being the usual first exception.&lt;br /&gt;
:*Any number from 0 to 99 will be exact. Inventory is available only for categories with 99 items or less.&lt;br /&gt;
:*A number from 100 to 999 will be rounded to the nearest 10.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 100.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 1,000.&lt;br /&gt;
&lt;br /&gt;
; Medium Precision&lt;br /&gt;
: This setting is precise to three significant figures.  This is a good and practical level to maintain stockpile records at for an early fort, since typically stones are the only item that will number over 999 in the first years. (Note that although you have many types of stone, it is the total that matters for any one such category.)&lt;br /&gt;
:*Any number from 0 to 999 will be exact.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 10. Inventory is available only for categories with 999 items or less.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 100.&lt;br /&gt;
&lt;br /&gt;
; High Precision&lt;br /&gt;
: This setting is precise to four significant figures, ample for most needs.  This setting is most useful for managing stone (like forbidding one type entirely).  Eventually other items, like food or drink, could grow to be in this range as well, depending on play style.&lt;br /&gt;
:*Any number from 0 to 9,999 will be exact. Inventory is available only for categories with 9,999 items or less.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 10.&lt;br /&gt;
&lt;br /&gt;
; Highest Precision&lt;br /&gt;
: This setting is perfectly and completely precise for any number of items in any category.  All stockpile records will be exact.  Inventory available for all items and all categories, regardless of number. &lt;br /&gt;
:Maintaining stockpile records at this level starts out as a full-time job but becomes easier to maintain once that level is achieved.&lt;br /&gt;
&lt;br /&gt;
If a number has been rounded, it will appear with a trailing question mark and will be displayed in brown instead of light grey (for instance, &amp;quot;20?&amp;quot; instead of &amp;quot;17&amp;quot;).  Above the lowest precision, your {{L|bookkeeper}} requires a meager office, and for every level of precision, he or she will spend more time there updating the stock record.&lt;br /&gt;
&lt;br /&gt;
==Inventory==&lt;br /&gt;
&lt;br /&gt;
If you have a sufficient level of precision to count each item in the given category, you will see an inventory display on the right side of the screen.  If you do not have enough precision, the right side of the screen will be blank, and you will not be able to see (or manipulate) each individual item in that category.&lt;br /&gt;
&lt;br /&gt;
So, if you are Lowest level precision, and you have 9 weapons, you can see an itemized list of each one, and be able to forbid it, find it, melt it, etc etc from that screen.  If you have 10 (or more), you will see only that you have 10? items of that general category, and not which ones.&lt;br /&gt;
&lt;br /&gt;
When active, this inventory display has two modes:&lt;br /&gt;
* '''Compacted View''': The default mode, lists objects by type and total number, it doesn't show Unclaimed Items (see below). It is handy to get a general idea of the number of goods you have available.&lt;br /&gt;
&lt;br /&gt;
* '''Detailed View''': hit &amp;quot;Tab&amp;quot; key to toggle, lists each individual object* in your fort, even the Unclaimed Items (see below). This display is useful for selecting individual items to {{L|forbid}}, {{L|melt}} or {{L|dump}}.  To toggle between either of the two modes, press {{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
'':(* or individual {{L|stack}} of objects, in the case of ammo or food)''&lt;br /&gt;
&lt;br /&gt;
In the detailed mode, the items text is colour coded.&lt;br /&gt;
====Color Code====&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-left: .5cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #808000&amp;quot;&amp;gt;'''BROWN'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
These items were '''produced by the fortress''' (or obtained and then {{L|decorate}}d there)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''LGRAY'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
These items are owned but were '''''not'' produced at fort''' (Obtained via trading or enemies; see {{L|Created wealth}})&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #008080&amp;quot;&amp;gt;'''CYAN'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
'''Built {{L|furniture}}''', currently part of a '''{{L|building}}''' or a '''{{L|trap}}''', or currently '''marked for {{L|Trading|Trade}}''' in a {{L|Trade depot}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''MAGENTA'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
Currently '''forbidden''' or designated for '''dump/melt''', or part of a '''{{L|construction}}'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #800000&amp;quot;&amp;gt;'''RED'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
'''Not owned''' by fort ''(uncollected webs, and trade goods and equipment currently owned by {{L|trader}}s or {{L|invader}}s)''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #505050&amp;quot;&amp;gt;'''DGRAY'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
'''Destroyed''' or '''lost''' ({{L|artifact}}s only)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''The colors shown reflect the default {{L|color scheme}}.''&lt;br /&gt;
&lt;br /&gt;
==Item Categories==&lt;br /&gt;
The Items seem to fall into two main categories for the numbers in the Stocks, and its modes:&lt;br /&gt;
&lt;br /&gt;
* '''Available Items''' (Gray Number): includes items ready to be used.&lt;br /&gt;
** do items need to be in stockpile?{{verify}}&lt;br /&gt;
** do in-transit items count?{{verify}}) &lt;br /&gt;
* '''Restricted Items''' (Red Number): includes items not ready to be used like:&lt;br /&gt;
** Dump / Melt{{verify}} items &lt;br /&gt;
** Forbiden items:&lt;br /&gt;
*** Items in caverns start forbiden:&lt;br /&gt;
**** Preserved meat&lt;br /&gt;
**** Prepared meat&lt;br /&gt;
**** Fish&lt;br /&gt;
**** Leather&lt;br /&gt;
** Built Items: ''almost'' everything marked as &amp;quot;B&amp;quot; if seen using {{k|t}}, or everything that was used to create a building:&lt;br /&gt;
*** Built Furniture: doors, beds, thrones, chairs, tables, flodgates, cages, etc.&lt;br /&gt;
*** Traps&lt;br /&gt;
*** Building materials: stones, blocks, anvils, etc.&lt;br /&gt;
** Construction Materials: used in walls, floors, etc.&lt;br /&gt;
** Untrapped{{verify}} Untamed{{verify}} Small Live Animals: live honey bees, etc.&lt;br /&gt;
** '''Unclaimed Items''': these are not shown in the '''Compacted View''' are marked as &amp;quot;B&amp;quot; if seen using {{k|t}}, although they weren't used to create the building:&lt;br /&gt;
*** Unharvested Crops: plants grown in the farm plot, are marked as &amp;quot;B&amp;quot; until collected.&lt;br /&gt;
*** Planted Seeds: these are put into the farm plot, are marked as &amp;quot;B&amp;quot; and then become full grown plants.&lt;br /&gt;
** '''Not Owned by fort''':&lt;br /&gt;
*** Uncollected webs in caverns&lt;br /&gt;
&lt;br /&gt;
The modes:&lt;br /&gt;
* '''Compacted View''': shows:&lt;br /&gt;
** Available Items&lt;br /&gt;
** Restricted Items with the exception of:&lt;br /&gt;
*** Unclaimed Items&lt;br /&gt;
* '''Detailed View''': shows everything&lt;br /&gt;
&lt;br /&gt;
==Forbidding Stone through Inventory==&lt;br /&gt;
&lt;br /&gt;
Note that if you forbid a type of stone (or {{L|block}}) using the Inventory menu, you will also forbid ''every workshop and building'' made from that particular type of stone (or block).  This is a common cause of dwarves suddenly refusing to perform assigned tasks in workshops.  Use {{k|t}} or &amp;lt;d,b,c&amp;gt; to check for forbidden workshops (or other items) and to reclaim them - use Enter to affect a rectangular area, or click with your mouse on specific items or buildings.&lt;br /&gt;
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Some players make a point to use only {{L|block}}s for their workshops, so forbidding all of a particular type of stone won't stop work in every workshop built from that stone.  (And then they don't use this menu to forbid blocks.)&lt;br /&gt;
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''Warning:'' With a mature fort with extensive amounts of rock laying around, simply viewing the Stone category can cause the game to completely lock up  as the CPU processes the list, sometimes for several minutes depending on the abilities of your computer. If you experience this, use of the &amp;quot;page up&amp;quot; and &amp;quot;page down&amp;quot; keys can allow safely skipping this section.&lt;br /&gt;
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'''See also:''' {{L|Item designations}}.&lt;br /&gt;
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{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Herode</name></author>
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