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		<summary type="html">&lt;p&gt;Omaha: that includes hauling!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:04, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
=== Building a farm ===&lt;br /&gt;
&lt;br /&gt;
[[File:farm_view.jpg|thumb|300px|right|Enough to feed 1 dwarf for 2 days!]]First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, use {{K|u}} to increase vertically, {{K|m}} to decrease vertically, {{K|k}} to increase horizontally, and {{K|h}} to decrease horizontally. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Position the farm plot with the directional keys as normal. Once you are satisfied with the size and position of the plot, confirm it with {{k|Enter}}, and{{K|Esc}} out of the build menu. Now a dwarf with the &amp;quot;Farming (Fields)&amp;quot; labor will come and prepare the plot for planting. (If you don't have a dwarf with farming enabled, the farm plot won't get built.) &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). {{DFtext|Crops displayed in red|4:0:1}} cannot be grown at the moment, either due to a lack of seeds, or (if you have seeds) a lack of growing days left before the crop goes out of season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Make sure each season has a crop selected, otherwise you'll end up with an idle field for that 1/4 of the year. Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season, though there is little reason for this. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the {{k|q}}uery menu, you can press {{k|f}} to fertilize your crop with [[potash]]. Fertilized crops produce larger stacks of plants, which can be vital to grow your [[seed]] supply early on and your food supply later on. Pressing {{k|s}} enables the &amp;quot;Seas Fert&amp;quot; option, which automatically fertilizes this particular plot at the beginning of each season (assuming your dwarves have sufficient [[potash]]). You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
=== Help, my farmers won't farm! ===&lt;br /&gt;
&lt;br /&gt;
*Verify that you have farmers – that is, dwarves with the &amp;quot;Farming (fields)&amp;quot; labor enabled.&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers have free time – farming appears to be a low-priority task, so it's a good idea to disable ALL other labors on one or two dedicated farmers. (Experienced farmers also produce better yields.)&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 9 || 0.257&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 16 || 0.254&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material – rough stone, smoothed stone, ore, gem – can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
== Above-ground farming ==&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants &amp;quot;native&amp;quot; to a biome can actually be grown in a location: you cannot farm yams in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] and [[Ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above-ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither. These plants will eventually [[rot]] away. There's no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]]&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Status&amp;diff=238699</id>
		<title>DF2014 Talk:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Status&amp;diff=238699"/>
		<updated>2018-12-10T17:13:12Z</updated>

		<summary type="html">&lt;p&gt;Omaha: Created page with &amp;quot; == Kitchen Status ==  * I don't think the food display on the main Z-status screen includes prepared meals.  The only place I can accurately find that figure is to go to the ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Kitchen Status ==&lt;br /&gt;
&lt;br /&gt;
* I don't think the food display on the main Z-status screen includes prepared meals.  The only place I can accurately find that figure is to go to the Stocks screen and look at the Prepared Meals category, because the &amp;quot;Other&amp;quot; number on the main screen is never even close.  (I've seen it both low and high by orders of magnitude.) [[User:Omaha|Omaha]] ([[User talk:Omaha|talk]])&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=238661</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=238661"/>
		<updated>2018-12-06T18:07:51Z</updated>

		<summary type="html">&lt;p&gt;Omaha: /* Preparation Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|22:49, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but after [[World generation|generating a world]]), when you and your initial [http://en.wikipedia.org/wiki/Seven_Dwarfs 7 dwarves]:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when choosing a site are the presence of aquifers, the availability of wood, ores, &amp;amp; soil, the climate, and your neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seeds]] for some very helpful above-ground [[crops]] which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
&lt;br /&gt;
There are two axes for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. [[Flux]] is also reported if present.&lt;br /&gt;
&lt;br /&gt;
The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is ''not'' reported here; the only way to be sure you'll have sand is to embark on a Sand Desert. (Note that [[Utility:DFHack|DFHack]]'s ``embark-tools`` plugin can be used to add a sand indicator.) &lt;br /&gt;
&lt;br /&gt;
You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
&lt;br /&gt;
===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks or &amp;quot;WAR&amp;quot;. The latter means you will get sieged by that race, while &amp;quot;------&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
&lt;br /&gt;
===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of dwarves, with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: the profession data below was Last checked for v0.44.03--&amp;gt;&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter, Bowyer&lt;br /&gt;
* Woodcutter: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* Stoneworker: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* Jeweler: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: the point data below was Last Updated for v0.44.03--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1504 embark points. Either 1104 or 1304 points are spent in [[#Supplies|pre-chosen goods]] (depending on if an iron or steel anvil is used), 54 points in dogs and cats, and 200 or 400 unassigned (depending on if a steel or iron anvil was given). The Play Now! embark only uses either 1158 or 1358 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
&lt;br /&gt;
===Prepare Carefully===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,504 points, though all but 200 or 400 of these are pre-spent on an array of [[#Supplies|basic equipment]] (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
&lt;br /&gt;
====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks can be bought in any one skill (for a maximum starting rank of &amp;quot;Proficient&amp;quot;). Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
&lt;br /&gt;
====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
&lt;br /&gt;
:* 2 Copper [[pick]]s*&lt;br /&gt;
:* 2 Copper [[battle axe]]s*&lt;br /&gt;
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)&lt;br /&gt;
:* 1 [[Wheelbarrow]] (if possible)&lt;br /&gt;
:* 1 [[Stepladder]]&lt;br /&gt;
:* 60 units dwarven [[alcohol]] (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 [[seed]]s of each of [[dimple cup]], [[cave wheat]], [[plump helmet]], [[sweet pod]], [[pig tail]], and [[quarry bush]].&lt;br /&gt;
:* 15 units of [[meat]] (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of [[fish]] (one random type, 10 + 5 units in 2 barrels) &lt;br /&gt;
:* 15 units of [[plump helmet]]s (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber [[thread]]&lt;br /&gt;
:* 5 pig tail fiber [[cloth]]&lt;br /&gt;
:* 5 pig tail fiber [[bag]]s&lt;br /&gt;
:* 3 pig tail fiber [[rope]]s&lt;br /&gt;
:* 3 wooden [[bucket]]s&lt;br /&gt;
:* 3 wooden [[splint]]s&lt;br /&gt;
:* 3 wooden [[crutch]]es&lt;br /&gt;
:* 2 female [[dog]]s†&lt;br /&gt;
:* 2 female [[cat]]s†&lt;br /&gt;
:* 2 random of [[horse]], [[yak]], or [[water buffalo]] (These 2 pack animals are always given and don't cost embark points for players &amp;quot;preparing carefully&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Previously if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
† Cats and dogs are only included by default in the Play Now! package. To start with them when you &amp;quot;Prepare Carefully&amp;quot;, you need to go into the pets list to add them.&lt;br /&gt;
&lt;br /&gt;
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
&lt;br /&gt;
When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
&lt;br /&gt;
You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
&lt;br /&gt;
Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all if they are not available at your Mountainhome.&lt;br /&gt;
&lt;br /&gt;
If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
&lt;br /&gt;
====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and its inverse)''' - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which with careful management can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine. Although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
'''FPS''' - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff(the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees(deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water(the latter being worse on FPS). See the article on [[Maximizing framerate]] for considerations. Of all the things you can do to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.&lt;br /&gt;
&lt;br /&gt;
===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21. One unit of milk comes in a single barrel.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.  Pick 1 unit of milk from each species and each one will come with a free barrel.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark point each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagment), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼ (training axes no longer cut trees in newer versions), fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp Tutorial on how to embark]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[Ru:Embark]]&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Butcher&amp;diff=238636</id>
		<title>Butcher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Butcher&amp;diff=238636"/>
		<updated>2018-12-03T19:24:23Z</updated>

		<summary type="html">&lt;p&gt;Omaha: /* Fortress Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|22:00, 13 August 2017 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Butcher&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Butchery]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Butcher [[animal]]&lt;br /&gt;
| workshop = [[Butcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Butchers''' do the dirty job of killing tame animals, processing animal [[corpse]]s, skeletons and body parts for [[meat]], [[fat]], [[skin]], [[bone]]s, [[Skull|skull]](s) and many other objects at the [[butcher's shop]].&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
The work of a butcher is divided into two distinct categories: '''butchering''' and '''slaughtering'''. While both produce the same results (food and raw materials), they have distinctly different inputs - butchering is done on dead wild creatures (and takes a significant amount of time to perform), while slaughtering is done on live tame/trained creatures (and is instantaneous).&lt;br /&gt;
&lt;br /&gt;
To slaughter an animal, do one of the following:&lt;br /&gt;
* go into {{K|v}}iew mode, place the cursor on the animal, go to the {{K|p}}references page and press {{K|s}} to flag (or un-flag) the animal for slaughtering&lt;br /&gt;
* go to the {{K|z}} ([[Status]]) screen, then the Animals page, select the animal and press {{k|b}} to flag (or un-flag) for slaughter.&lt;br /&gt;
&lt;br /&gt;
Only tame/trained creatures can be slaughtered.  If you have a wild animal in a cage that you want to butcher, just assign a trainer to it and mark it for butchering at the same time.  The trainer will feed the animal, taming it, and the butcher will immediately come and lead the animal to the block.  Any adopted [[pet]]s are exempt (and will be automatically undesignated if they happen to be adopted while being led to the chopping block).&lt;br /&gt;
&lt;br /&gt;
Assuming you have enabled &amp;quot;Auto slaughter&amp;quot; in your [[standing orders#Workshop orders|workshop orders]], a butcher will then walk up to the animal, lead it to a [[butcher's shop]], then strike down the creature. As mentioned above, slaughtering living animals is ''instantaneous'' - the moment the dwarf sets foot in the workshop, the animal dies and its body is split into individual parts. If &amp;quot;auto slaughter&amp;quot; is ''disabled'' in workshop orders, then nothing at all will happen, since the &amp;quot;slaughter animal&amp;quot; job cannot be added manually.&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;Auto butcher&amp;quot; order is enabled, then any valid corpse located either in a stockpile or within 43 squares of a butcher's shop will be automatically queued for butchering. During this job, the butcher will pick up the corpse, haul it to the workshop, and then slowly process it into individual parts at a speed based on skill level and [[clutter]] (which can take a long time for particularly large creatures such as [[forgotten beast]]s). If a [[Ambusher|hunter]] successfully kills his target, he will haul the corpse and place it directly inside an appropriate butcher's shop, but unless your butcher happens to be idle at the moment, the corpse will likely be removed from the workshop and placed in a stockpile.&lt;br /&gt;
&lt;br /&gt;
Dwarves will not butcher the corpses of sapient creatures (due to the EAT_SAPIENT_OTHER:UNTHINKABLE [[ethics|ethic]]), and the corpses of tame creatures cannot be butchered (they must be slaughtered while still alive).&lt;br /&gt;
&lt;br /&gt;
The type and number of objects produced from butchering a creature varies greatly, since not all creatures have the same parts. See each animal's page for a breakdown of what happens when you break that animal down.&lt;br /&gt;
&lt;br /&gt;
Note that while a butcher's shop also has the &amp;quot;Extract from dead animal&amp;quot; task, this requires a certain type of living trapped vermin, and it is not done by a butcher, but by an [[DF2014:Animal dissector|Animal Dissector]].&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
How to butcher in [[adventurer mode]]:&lt;br /&gt;
&lt;br /&gt;
# If the corpse is in your inventory, {{k|d}}rop it or equip it by {{k|r}}emoving it.&lt;br /&gt;
# If the corpse is on the ground, move onto the same tile as it.&lt;br /&gt;
# Equip a cutting implement or, alternatively, drop it on the same tile as yourself. This can be any object with a sharp edge (i.e.has an EDGE attack type), such as bladed [[Weapon|weapons]] and [[Tool|tools]], [[Bolt|bolts]] and [[Knapper|sharpened rocks]].&lt;br /&gt;
# Press {{k|x}} to open the action menu. Then select &amp;quot;{{k|b}}utcher&amp;quot;, press {{k|→}} and select the corpse that you want to butcher, press {{k|→}} again and pick the tool that you want to use.&amp;lt;br /&amp;gt;[[File:Butchery_adv_action_menu.PNG]]&lt;br /&gt;
&lt;br /&gt;
You will then proceed to butcher the corpse, dropping all of the products on the same tile as yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also note that small animals like ravens cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
==Effect of skill==&lt;br /&gt;
A butcher's skill affects the speed of butchery, which can be important for processing a large number of corpses before they begin to [[rot]]. Note that butcher shops can become [[clutter|cluttered]] quickly, because most animals create a large number of different items of different categories when butchered. So make sure that you have nearby stockpiles for refuse, raw hides, meat, prepared organs and fat. To minimize the amount of [[miasma]] created in case the rotting parts are not removed fast enough, a butcher's shop should always be blocked by a [[door]].&lt;br /&gt;
&lt;br /&gt;
Of course, placing the Butchery outside will prevent any and all miasma generated by rotting, but dwarves won't haul the inedible parts away unless the global orders allow to &amp;quot;gather refuse from outside&amp;quot; ({{k|o}}-{{k|r}}-{{k|o}})&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
If your butcher keeps cancelling jobs with &amp;quot;Needs butcherable unrotten nearby item&amp;quot;, check the following:&lt;br /&gt;
&lt;br /&gt;
*The corpse isn't rotten&lt;br /&gt;
*The corpse is in a stockpile or within 20 tiles of the butcher shop&lt;br /&gt;
*The corpse is large enough for butchering&lt;br /&gt;
*The corpse wasn't sapient&lt;br /&gt;
*The corpse wasn't tame or trained&lt;br /&gt;
*Your butcher can access the corpse and workshop&lt;br /&gt;
*The corpse isn't currently tasked for a job (such as hauling to a stockpile)&lt;br /&gt;
*The corpse doesn't belong to an animal who is so small, it can't be butchered.{{bug|0874}}&lt;br /&gt;
&lt;br /&gt;
==Butchering sapients==&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, it isn't possible to butcher sapient creatures due to dwarven ethics forbidding it. In addition, the game is currently programmed to force the player (regardless of race or game mode) to not be able to use the returns of a butchered creature (i.e. you can't eat [[goblin]] meat in adventurer mode, regardless if you're playing a dwarf or an [[elf]] or an [[alligator man]]){{bug|9171}}. Discussion on the subject may be found in this [http://www.bay12forums.com/smf/index.php?topic=161408.90 Bay 12 forums thread].&lt;br /&gt;
&lt;br /&gt;
While it is possible to mod ethics to allow the butchering of sapients for the dwarven civilization, ethics themselves only play their roles during world generation, meaning you still won't get the option to butcher sapients in actual gameplay. The only way to reliably butcher sapients and use their returns is with the utility [[DFHack]], as demonstrated [http://www.bay12forums.com/smf/index.php?topic=161408.msg7455623#msg7455623 here].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*A dead tame animal that was not slaughtered cannot be butchered.{{bug|1180}} This includes tame animals killed due to age, starvation or due to goblins.&lt;br /&gt;
*Dwarves will not disassemble (butcher) skeletons of sentient creatures for their bones.{{bug|1180}}&lt;br /&gt;
*Butcher returns of sentient creatures are unusable, regardless of adventurer's ethics.{{bug|9171}}&lt;br /&gt;
*Some animals can be too small to be butchered, such as buzzards, rabbits, and barn owls.{{bug|0874}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lokast&lt;br /&gt;
| elvish  = uwale&lt;br /&gt;
| goblin  = slust&lt;br /&gt;
| human   = rashcat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=238618</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=238618"/>
		<updated>2018-11-30T16:59:46Z</updated>

		<summary type="html">&lt;p&gt;Omaha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:20, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Justice''' is available in the game once a [[Sheriff]] or [[Captain of the guard|Captain of the Guard]] has been appointed through the [[Noble|{{k|n}}obles]] screen, and is used to deal with dwarves violating mandates, breaking furniture, starting fights, etc. The dwarven justice screen shows details of crimes and punishments, and is available through the {{k|z}}-status screen (even if no nobles are appointed yet).&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
* '''Violation of Production Order''' - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* '''Violation of Export Prohibition''' - selling items to a caravan which a [[noble]] forbade exporting.&lt;br /&gt;
* '''Violation of Job Order''' - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] (currently does not happen).&lt;br /&gt;
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)&lt;br /&gt;
* '''Murder''' - killing a fellow dwarf or a tame [[animal]]. Alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* '''Disorderly Conduct''' - attacking another dwarf while throwing a [[tantrum]].&lt;br /&gt;
* '''Building destruction''' - destroying a [[building]] during a tantrum.&lt;br /&gt;
* '''Vandalism''' - toppling [[furniture]] or [[door]]s during a tantrum.&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder.  The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against. &lt;br /&gt;
&lt;br /&gt;
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. The fort population will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happens when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess. Instead of punches, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a sheriff has been assigned. In increasing order of severity (at least that's what your dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the Sheriff or by a member of the Fortress Guard. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating, giving the criminal a happy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) an unhappy thought. If the crime calls for hammer strikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:&lt;br /&gt;
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
==Cages and Chains==&lt;br /&gt;
Metal cages, metal chains, and ropes can be built and designated as [[jail]]s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. If the dwarf is particularly unhappy and decides to throw a [[tantrum]], he may end up destroying the restraint (even if it is made of metal) and escaping, leading to further punishment (for building destruction).&lt;br /&gt;
&lt;br /&gt;
It is also strongly recommended to use chains, not cages for imprisonment: dwarves on chains are still free to move one step in any direction, allowing them to keep themselves fed and hydrated when food and booze stockpiles or wells are placed adjacent to the chain. Dwarves in cages are entirely dependent on the assistance of others.&lt;br /&gt;
&lt;br /&gt;
==Happiness management==&lt;br /&gt;
A dwarf that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Decorating your jail with numerous valuable engravings and furniture is helpful too. This includes the chain itself -- prisoners will be happier being shackled with a shiny [[diamond]]-[[decoration|encrusted]] [[gold]] chain than tied up with a boring old [[pig tail]] rope. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
Crimes do not seem to lapse, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended in the z-screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes; and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Justice]]&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farm_size_calculations&amp;diff=238616</id>
		<title>Farm size calculations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farm_size_calculations&amp;diff=238616"/>
		<updated>2018-11-29T17:00:08Z</updated>

		<summary type="html">&lt;p&gt;Omaha: Show actual seasons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|21:40, 3 April 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] require approximately 2 units of [[food]] and 5 units of [[drink]] each season. [[Farming]] can produce enough [[crop]]s to satisfy part or all of these requirements. However, be aware that the more and larger your farms are, the more time and effort must be accorded to their maintenance.&lt;br /&gt;
&lt;br /&gt;
==The math==&lt;br /&gt;
Your dwarves can plant 1 [[seed]] per tile on each [[farm plot]], and depending on the [[skill]] of the [[grower]], whether the farm plot was [[fertilizer|fertilized]], and random chance, each planted tile will yield a stack of 1-9 plants each harvest cycle. Legendary farmers can consistently produce stacks of 4 - 5 (average of about 4.7) without fertilizer, or 8 - 9 when fertilized. &lt;br /&gt;
&lt;br /&gt;
[[Brewing]] always quintuples stack sizes; for example, a stack of [[cave wheat]] [5] is brewed into a [[barrel]] of [[Dwarven beer]] [25] at a [[still]]. Processing [[quarry bush]] plants into quarry bush leaves at a [[farmer's workshop]] also quintuples stack size, as does processing [[sweet pod]]s into [[Dwarven syrup]]. ([[Mill]]ing does ''not'' increase stack size.) These larger stacks (including booze!) are generally not usable directly as food, but can be [[cook]]ed into prepared meals. [[Cave wheat]], [[sweet pod]]s and [[quarry bush]]es grow 67% slower than other crops, though they generally provide more valuable ingredients. As long as the mature plants are harvested promptly, dwarves can grow multiple plantings in the same plot each season.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=2|Plant Name&lt;br /&gt;
!colspan=5|Active Seasons&lt;br /&gt;
!rowspan=2|Days Per Harvest&lt;br /&gt;
!rowspan=2|Harvests Per Tile&amp;lt;br&amp;gt;Per Season&lt;br /&gt;
!rowspan=2|Harvests Per Tile&amp;lt;br&amp;gt;Per Year&lt;br /&gt;
!rowspan=2|Average Plants Harvested&amp;lt;br&amp;gt;Per Tile Per Year'''*'''&lt;br /&gt;
!rowspan=2|Average Processed Food/Drink&amp;lt;br&amp;gt;Per Tile Per Year'''*'''&lt;br /&gt;
|-&lt;br /&gt;
!Sp&lt;br /&gt;
!Su&lt;br /&gt;
!Au&lt;br /&gt;
!Wi&lt;br /&gt;
!N&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
| -&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
| -&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|42&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|20&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|42&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|20&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|42&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|4&lt;br /&gt;
|25&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60&lt;br /&gt;
|300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''*''': ''5 plants per harvest (mid-level farmer with fertilization or legendary farmer without fertilization)''&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 [[Main:urist|urist]]s of food and drink per dwarf per season, or 196 for the whole fortress for the year. The starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential. &lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-[[cooking]] with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
This calculation assumes your planters can consistently produce stacks of 5 plants (with or without fertilization), and that there are enough of them to avoid any labor shortages at planting times. The general limitation, then, is not the size of the farm, but the skill of the growers, the availability of seeds and [[potash]] for fertilizer, and careful management of [[labor]], [[stockpiles]], and the food industry to ensure that crops are harvested (rather than left to [[wear|wither]] in the field), are properly stored away from [[vermin]], the plants are processed, and seeds are recovered so that the cycle can continue next season. However, since adding farm tiles is practically free, most overseers find it easier to create larger farms than to optimize production on a smaller plot.&lt;br /&gt;
&lt;br /&gt;
In practice, dwarves require booze variety to avoid bad [[thought]]s and desire food variety to create good thoughts. Additionally, if your dwarves are going to grow textiles (and [[dye]]s) for [[clothing]] they will need more farmland. &lt;br /&gt;
&lt;br /&gt;
At the high end, 50 tiles of farmland should provide all the food your fortress will ever need, even if divided between disparate types of less-efficient crops.&lt;br /&gt;
&lt;br /&gt;
==Approaches==&lt;br /&gt;
Many fortresses begin with a single large farm (5x5) with [[plump helmet]]s, or several smaller farms (3x3 or 1x5 are common) with a wider variety of crops. Given the small number of dwarves,  only 10 or so tiles are needed for a beginning fortresses. As the growers [[experience|level up]] and farm yields increase the farm can be expanded and newer, smaller farms with different crops can be added to enable new growers to practice their skills. The more tiles of farm plot you have, the more growers (and harvesters) you will need. A single legendary farmer can plant up to 100 tiles of farmland if they never harvest themselves and the seed stockpile is only a half-dozen tiles from all farm plot tiles. Consider making the seed stockpile in the middle of a ring of farms to save travel time.  &lt;br /&gt;
&lt;br /&gt;
If you plan to [[farming|fertilize]], farm plots should ideally be one less than a multiple of 4 tiles -- ex. (1x3), (1x7), (3x5), (3x9), (5x7), (7x9)&lt;br /&gt;
&lt;br /&gt;
{{Category|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=238615</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=238615"/>
		<updated>2018-11-29T16:35:46Z</updated>

		<summary type="html">&lt;p&gt;Omaha: /* Yield and Fertilization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:04, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed light and dark tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that, although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this doesn't always mean the seeds you have — especially imported ones — can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&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;
=== Building a farm ===&lt;br /&gt;
&lt;br /&gt;
First select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground. &lt;br /&gt;
&lt;br /&gt;
Once you've decided on a location, open the {{K|b}}uild menu and select {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, use {{K|u}} to increase vertically, {{K|m}} to decrease vertically, {{K|k}} to increase horizontally, and {{K|h}} to decrease horizontally. Keep your farms ''small'' — 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Position the farm plot with the directional keys as normal. Once you are satisfied with the size and position of the plot, confirm it with {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu. Now a dwarf with the &amp;quot;Farming (Fields)&amp;quot; labor will come and prepare the plot for planting. (If you don't have a dwarf with farming enabled, the farm plot won't get built.) &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). Crops displayed in red cannot be grown at the moment, either due to a lack of seeds, or a lack of growing days left before the crop goes out of season.&lt;br /&gt;
&lt;br /&gt;
You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Make sure each season has a crop selected, otherwise you'll end up with an idle field for 3/4ths of the year. Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the {{k|q}}uery menu, you can press {{k|f}} to fertilize your crop with [[potash]]. Fertilized crops produce larger stacks of plants, which can be vital to grow your [[seed]] supply early on and your food supply later on. Pressing {{k|s}} enables the &amp;quot;Seas Fert&amp;quot; option, which automatically fertilizes this particular plot at the beginning of each season (assuming your dwarves have sufficient [[potash]]).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields — both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
===Help, my farmers won't farm!===&lt;br /&gt;
&lt;br /&gt;
*Verify that you have farmers – that is, dwarves with the &amp;quot;Farming (fields)&amp;quot; labor enabled.&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers have free time – farming appears to be a low-priority task, so it's a good idea to disable other labors on one or two dedicated farmers. (Experienced farmers also produce better yields.)&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and Fertilization ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 9 || 0.257&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 16 || 0.254&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity.  It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material — rough stone, smoothed stone, ore, gem — can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
== Above ground farming ==&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants &amp;quot;native&amp;quot; to a biome can actually be grown in a location: you cannot farm yams in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] and [[Ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither. These plants will eventually [[rot]] away. There's no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff.&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.&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;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which only accepts [[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), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile need only be three or four tiles. (For DF2014 the theoretical maximum is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.) Unfortunately, due to an outstanding bug, consolidating your seeds will increase the amount of planting job cancellation spam; see the [[#Bugs|Bugs]] section below for workarounds.&lt;br /&gt;
&lt;br /&gt;
It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].&lt;br /&gt;
&lt;br /&gt;
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, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
===Managing seeds===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. It is recommended not to use barrels on seeds stockpiles, however, since the hauling habits of the current version lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work.&lt;br /&gt;
&lt;br /&gt;
Each plant has a seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
===Managing crops===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin.&lt;br /&gt;
&lt;br /&gt;
You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling.&lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]]&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Manager&amp;diff=238610</id>
		<title>DF2014 Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Manager&amp;diff=238610"/>
		<updated>2018-11-28T19:52:34Z</updated>

		<summary type="html">&lt;p&gt;Omaha: /* New in 0.43 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|98.118.144.150}}&lt;br /&gt;
&lt;br /&gt;
== New in 0.43 ==&lt;br /&gt;
&lt;br /&gt;
There's a whole new set of options (mainly the [c]onditions and [d]etails menus) for the manager menu in the latest version, and none of it appears anywhere in the page. Someone should probably write about said options. [[Special:Contributions/98.118.144.150|98.118.144.150]] 03:02, 1 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No longer serialized? ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure if you currently put in two work orders, one for 30 barrels and one for 30 bins, that without one being conditional on the other, that tasks to build both will be farmed out to the workshops, so you'll get barrels and bins rolling off the assembly line at the same time. [[User:Omaha|Omaha]] ([[User talk:Omaha|talk]]) 19:52, 28 November 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Using_bins_and_barrels&amp;diff=238609</id>
		<title>Using bins and barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Using_bins_and_barrels&amp;diff=238609"/>
		<updated>2018-11-28T19:49:30Z</updated>

		<summary type="html">&lt;p&gt;Omaha: Manager to the rescue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:16, 3 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [12]≡) of items occupies one space of [[stockpile]] room. You can consolidate stockpile space by making [[bin]]s, [[barrel]]s and [[large pot|pots]] that can hold many items at once. Barrels and pots store [[food]] and [[alcohol]]; bins can store many types of smaller items, such as [[finished goods]], [[metal]] [[bar]]s, [[ammo]], and [[gem]]s. Building a steady supply of [[container]]s helps reduce the space you need for storage.  If resources permit, it's very easy to keep a nominal amount of bins and/or barrels available by using [[Manager]] work orders.&lt;br /&gt;
&lt;br /&gt;
==Food storage==&lt;br /&gt;
&lt;br /&gt;
Food can be stored in [[barrel]]s and [[large pot|pots]]. Each barrel or large pot can hold up to 60 total units. Each unit in a stack counts towards the total storage.&lt;br /&gt;
&lt;br /&gt;
Foods will only be stored together if they're from the same category.  For example, dwarves will never mix plants and meat in the same barrel.&lt;br /&gt;
&lt;br /&gt;
One thing to note about storing [[seed]]s is that [[bag]]s are required to put seeds in. These bags will then be placed inside the barrel or pot. Otherwise, the dwarves will end up with one seed per tile. Furthermore, as seeds will rot outside of a stockpile, you may find that your fortress is not getting seeds from the plants you're consuming when the food stockpile is full. Get your textile industry started early; you may want to avoid milling plants until it ramps up. [http://www.bay12forums.com/smf/index.php?topic=79168.msg2055095#msg2055095]&lt;br /&gt;
&lt;br /&gt;
==Drink storage==&lt;br /&gt;
&lt;br /&gt;
[[Alcohol]] must be [[brewer|brewed]] into either a barrel or pot. Each container can hold a single stack of 30 or less alcohol. Larger batches should be split across multiple containers automatically. &lt;br /&gt;
&lt;br /&gt;
There appears to be no way to empty a barrel or pot containing alcohol, short of forcing your dwarves to drink the rest.&lt;br /&gt;
&lt;br /&gt;
==Goods storage==&lt;br /&gt;
&lt;br /&gt;
Most non-food items can be stored in [[bin]]s; the quantity allowed depends upon the items stored. Each bin can store up to 5 [[bar]]s or [[block]]s, while 30 or more small [[craft]]s may fit into a single bin. This might have changed in newer versions of the game.&lt;br /&gt;
&lt;br /&gt;
==Managing stockpiles directly==&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{k|q}} → {{k|C}}/{{k|V}}. For barrels, {{k|E}} and {{k|R}} are used instead of C and V. By default, bins are used for Bar/[[Block]], ammo, gems, finished goods, [[cloth]] and [[leather]] stockpiles, and barrels are used for food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize, using {{k|q}} → {{k|c}}/{{k|v}} and {{k|e}}/{{k|r}} to decrease and increase the limits.&lt;br /&gt;
&lt;br /&gt;
==Reserving containers for other tasks==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a Workshop that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{k|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing alcohol and [[dwarven syrup]], they do not have to be located on a [[furniture]] stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be.&lt;br /&gt;
&lt;br /&gt;
Though it is possible to reserve bins, there is no advantage in doing so, as no workshop tasks require empty bins.&lt;br /&gt;
&lt;br /&gt;
==Bin/Barrel reassignment==&lt;br /&gt;
&lt;br /&gt;
If you have a limited number of barrels and pots (possibly due to a lumber and stone shortage because you're playing in a [[Fun]] place like the tundra) and your food stockpile is using too many barrels and you need some for booze, or if for some reason the opposite is true, you can force the dwarves through a series of steps to have the barrels switch from one stockpile to another.  Assume you have too much barrelled food and you need barrels for booze.  First, designate a small [[Activity_zone#Garbage_Dump|garbage dump]] zone nearby.  Then set the maximum barrel limit on the food stockpile way down--possibly to zero.  Don't worry, the existing barrels won't be dumped as a result.  Now view a barrel and then once inside, view each individual food item and set it to {{k|d}} for dump (but do not dump the barrel itself).  The dwarves will take the food from the barrel and throw it into the garbage zone, and once the barrel is empty they will immediately move it to a furniture stockpile because the food stockpile barrel limit is exceeded already.  Now you have a free barrel with which to [[brewing|brew]].  You can reclaim the food from the garbage dump now, and the dwarves will do what they can to store it.  Be warned that this might end up being on the floor in the stockpile which could attract flies.  Remember to set the barrel limit on the food stockpile back up to some reasonable level if you get your hands on some new barrels.&lt;br /&gt;
&lt;br /&gt;
A faster way to dump the contents of a barrel or bin is to use designations. {{k|d|b|d}}, then select the barrels or bins you wish to dump. The container and all of its contents will be dumped separately. Then simply {{k|d|b|c}} to reclaim the items once they are in the dump.&lt;br /&gt;
&lt;br /&gt;
This trick does not work on [[artifact]]s as these cannot be dumped. One way to remove artifacts from a bin is to select them for display on a [[pedestal]].&lt;br /&gt;
&lt;br /&gt;
==Barrel and bin material==&lt;br /&gt;
Heavy barrels and bins slow down hauling, so it is wise to make them from light materials when possible. Even the heaviest types of [[wood]] are lighter than any metal (excluding [[adamantine]]) - the wood of [[feather tree]]s is the best of all. As an alternative, you can place small &amp;quot;feeder&amp;quot; [[stockpile]]s that disallow barrels/bins and link them to larger storage stockpiles nearby to greatly reduce the distance traveled while carrying a heavy container.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] barrels are supposedly better for food stockpiles because they resist [[vermin]]; unfortunately there is no good way to convince your dwarves to allocate metal barrels for food storage aside from using them exclusively.&lt;br /&gt;
&lt;br /&gt;
The material of the container also determines whether the container is [[fire-safe]] and [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
&lt;br /&gt;
* [[Ammunition]] stored in bins may not appear available to marksdwarves, eventually causing them to head to battle without bolts. Disabling bins in ammo [[stockpile]]s is recommended.{{bug|2706}}&lt;br /&gt;
* Items in bins are sometimes not found for tasks.{{bug|8755}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mandate&amp;diff=238597</id>
		<title>Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mandate&amp;diff=238597"/>
		<updated>2018-11-26T20:45:05Z</updated>

		<summary type="html">&lt;p&gt;Omaha: /* Production Mandate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:16, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
A '''mandate''' is a [[noble]]'s request that your [[dwarves]] produce a certain item or type of item, or an [[Trading|export]] ban on certain items.  Starting nobles such as the [[expedition leader]] will not make mandates; upgraded nobles like the [[mayor]] will. Fulfilling the mandate gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
Only some nobles make mandates, and the number of mandates that can be active simultaneously varies:&lt;br /&gt;
* '''1 mandate:''' [[Baron]], [[Mayor]]&lt;br /&gt;
* '''2 mandates:''' [[Count]] &lt;br /&gt;
* '''3 mandates:''' [[Duke]] &lt;br /&gt;
* '''5 mandates:''' [[Monarch]] &lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a month or two before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
Mandates of a noble will end automatically when the noble dies. Mandates of a mayor end instantly when they are voted out of office, but will remain in force if a mayor is replaced by nominating another one from the nobles screen. If the replaced mayor has no other administrative position, such a lingering mandate will only be displayed on the dwarf's personal thoughts page, not on the nobles screen, and is thus easy to overlook and accidentally violate.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have roughly half a year to fulfill it.  These mandate the production of certain goods, specifying the desired type, just like export bans.  In previous versions, items (of any type) of a desired material could be mandated. This is no longer possible in 34.11.&lt;br /&gt;
&lt;br /&gt;
Getting the required items from a [[caravan]] will not fulfill a mandate.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because all your dwarves are nobles, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Delaying fulfillment of an easily-achieved production mandate may prevent another, worse, mandate from being enacted (for a few months, at least).  The color of the mandate indicator on the Nobles screen changes from brown to bright yellow to red, as the deadline approaches.  You can determine your progress towards fulfilling the mandate by viewing the {{k|n}} (then hit enter on the Noble with a mandate), and you will see the mandate listed like this example &amp;quot;Mandates:  Make floodgates (2/3)&amp;quot;, where in this example we have produced one floodgate and still need to produce two more.&lt;br /&gt;
&lt;br /&gt;
Once you produce the mandated items, the mandate goes away and nothing special happens to the items.  They just go into your inventory, so in the not-outside chance the noble actually requests something useful (like armor, a weapon, or furniture) it's not a total waste.&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of a certain item type, like [[armor|greaves]]. These bans are temporary, they last about half a year (approximately the same length of time as a production mandate) and then are ended by your noble.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]] - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or arranging an [[unfortunate accident]]). Oddly, trading banned items which were carried to the depot in [[bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it; however, the noble that issued the mandate will receive an unhappy thought that nobody could be punished.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Melt]]ing a banned item also does not violate the restriction.&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal [[preference]]s determine what type of items a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will either ban that item or mandate its production. Nobles with no preference for a specific item type will never issue any mandates.&lt;br /&gt;
&lt;br /&gt;
Nobles with preferences for items you don't want excluded from trade or that are just too hard to produce (a judgment call) will be a problem for your fortress.  You have, however, (limited) control over choosing one noble who makes mandates, for example when appointing your [[baron]], or overriding dwarven elections by appointing a [[Mayor]] you prefer. Choose your baron or mayor wisely: take a look at their preferences, and decide if they might be a problem. [[Anvil]]s take three bars (or nine wafers) to make and can only be produced from a few metals of high military value (and many good sites lack iron ores), thus regular mandates for their production may be hard to fulfill. But even a ban on the export of [[mug]]s can be a problem if a fort relies on them as a trade good. If unavoidable, such nobles may be destined for an [[unfortunate accident]] - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
These are the criteria for a noble to issue a mandate{{cite forum|139032/5334341}}:&lt;br /&gt;
* Hasn't made a mandate/demand lately&lt;br /&gt;
* Isn't dead, hasn't left the map, isn't a projectile, and isn't caged&lt;br /&gt;
* Isn't insane (or in the middle of a mood)&lt;br /&gt;
* Isn't incapacitated (unconscious, webbed, or paralyzed)&lt;br /&gt;
* Isn't nauseated, winded, stunned, dizzy, or feverish&lt;br /&gt;
* Isn't bleeding&lt;br /&gt;
* Has a soul&amp;lt;sup&amp;gt;Bug: By this requirement, no nobles should give mandates&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Is a member of your fortress&lt;br /&gt;
&lt;br /&gt;
It isn't currently known if exposure to [[cave spider]] venom, which causes permanent mild dizziness, is sufficient to prevent mandates. Other procedurally-generated [[syndrome]]s can cause temporary illnesses, which may also block mandates if applied periodically.  &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* A mandate will remain in effect, even after the noble who issued it (a mayor, for example) has been replaced.{{bug|3047}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Mandate]]&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mandate&amp;diff=238596</id>
		<title>Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mandate&amp;diff=238596"/>
		<updated>2018-11-26T20:27:06Z</updated>

		<summary type="html">&lt;p&gt;Omaha: /* Production Mandate */ clarified, I think&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:16, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
A '''mandate''' is a [[noble]]'s request that your [[dwarves]] produce a certain item or type of item, or an [[Trading|export]] ban on certain items.  Starting nobles such as the [[expedition leader]] will not make mandates; upgraded nobles like the [[mayor]] will. Fulfilling the mandate gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
Only some nobles make mandates, and the number of mandates that can be active simultaneously varies:&lt;br /&gt;
* '''1 mandate:''' [[Baron]], [[Mayor]]&lt;br /&gt;
* '''2 mandates:''' [[Count]] &lt;br /&gt;
* '''3 mandates:''' [[Duke]] &lt;br /&gt;
* '''5 mandates:''' [[Monarch]] &lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a month or two before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
Mandates of a noble will end automatically when the noble dies. Mandates of a mayor end instantly when they are voted out of office, but will remain in force if a mayor is replaced by nominating another one from the nobles screen. If the replaced mayor has no other administrative position, such a lingering mandate will only be displayed on the dwarf's personal thoughts page, not on the nobles screen, and is thus easy to overlook and accidentally violate.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have roughly half a year to fulfill it.  These mandate the production of certain goods, specifying the desired type, just like export bans.  In previous versions, items (of any type) of a desired material could be mandated. This is no longer possible in 34.11.&lt;br /&gt;
&lt;br /&gt;
Getting the required items from a [[caravan]] will not fulfill a mandate.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because all your dwarves are nobles, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Delaying fulfillment of an easily-achieved production mandate may prevent another, worse, mandate from being enacted (for a few months, at least).  The color of the mandate indicator on the Nobles screen changes from brown to bright yellow to red, as the deadline approaches.&lt;br /&gt;
&lt;br /&gt;
You can determine your progress towards fulfilling the mandate by viewing the {{k|n}} (then hit enter on the Noble with a mandate), and you will see the mandate listed like this example &amp;quot;Mandates:  Make floodgates (2/3)&amp;quot;, where in this example we have produced one floodgate and still need to produce two more.&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of a certain item type, like [[armor|greaves]]. These bans are temporary, they last about half a year (approximately the same length of time as a production mandate) and then are ended by your noble.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]] - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or arranging an [[unfortunate accident]]). Oddly, trading banned items which were carried to the depot in [[bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it; however, the noble that issued the mandate will receive an unhappy thought that nobody could be punished.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Melt]]ing a banned item also does not violate the restriction.&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal [[preference]]s determine what type of items a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will either ban that item or mandate its production. Nobles with no preference for a specific item type will never issue any mandates.&lt;br /&gt;
&lt;br /&gt;
Nobles with preferences for items you don't want excluded from trade or that are just too hard to produce (a judgment call) will be a problem for your fortress.  You have, however, (limited) control over choosing one noble who makes mandates, for example when appointing your [[baron]], or overriding dwarven elections by appointing a [[Mayor]] you prefer. Choose your baron or mayor wisely: take a look at their preferences, and decide if they might be a problem. [[Anvil]]s take three bars (or nine wafers) to make and can only be produced from a few metals of high military value (and many good sites lack iron ores), thus regular mandates for their production may be hard to fulfill. But even a ban on the export of [[mug]]s can be a problem if a fort relies on them as a trade good. If unavoidable, such nobles may be destined for an [[unfortunate accident]] - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
These are the criteria for a noble to issue a mandate{{cite forum|139032/5334341}}:&lt;br /&gt;
* Hasn't made a mandate/demand lately&lt;br /&gt;
* Isn't dead, hasn't left the map, isn't a projectile, and isn't caged&lt;br /&gt;
* Isn't insane (or in the middle of a mood)&lt;br /&gt;
* Isn't incapacitated (unconscious, webbed, or paralyzed)&lt;br /&gt;
* Isn't nauseated, winded, stunned, dizzy, or feverish&lt;br /&gt;
* Isn't bleeding&lt;br /&gt;
* Has a soul&amp;lt;sup&amp;gt;Bug: By this requirement, no nobles should give mandates&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Is a member of your fortress&lt;br /&gt;
&lt;br /&gt;
It isn't currently known if exposure to [[cave spider]] venom, which causes permanent mild dizziness, is sufficient to prevent mandates. Other procedurally-generated [[syndrome]]s can cause temporary illnesses, which may also block mandates if applied periodically.  &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* A mandate will remain in effect, even after the noble who issued it (a mayor, for example) has been replaced.{{bug|3047}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Mandate]]&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quarry_bush&amp;diff=238467</id>
		<title>Quarry bush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quarry_bush&amp;diff=238467"/>
		<updated>2018-11-14T17:10:52Z</updated>

		<summary type="html">&lt;p&gt;Omaha: Something is better than nothing!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|15:01, 29 January 2015 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''quarry bush''' is one of the six known [[subterranean]] [[crop]]s, and as such it may only be grown [[underground]]. They can be [[farming|planted]] in [[Calendar|spring, summer and autumn]]. &lt;br /&gt;
&lt;br /&gt;
Quarry bushes may be [[plant processing|processed]] at a [[farmer's workshop]] into [[bag|bags]] of quarry bush leaves, which then must be [[cooking|cooked]] at the [[kitchen]] to be edible. You will need an empty bag to be available for this task. Quarry bushes cannot be [[brewing|brewed]] into [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
Processing quarry bushes at a [[farmer's workshop]] requires one [[bag]], and will produce 5 quarry bush leaves (and one rock nut) for every plant in a given stack of quarry bushes. Quarry bush leaves will be removed from their bag if taken for cooking while still in a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
[[Cook]]ing quarry bush leaves can result in very large stacks of Prepared Food, thus saving space and [[barrel|barrels]]. In a fortress that relies on selling large, expensive stacks of Prepared Food, quarry bush leaves are great filler: a lavish meal made from whip wine and [[cheese|dwarven cheese]] with two stacks of quarry bush leaves for filler is worth almost ten times more than an easy meal made from wine and cheese alone.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] quarry bushes for their ''gray leaves''.&lt;br /&gt;
&lt;br /&gt;
==Rock nuts==&lt;br /&gt;
&lt;br /&gt;
Quarry bush [[seed]]s are known as '''rock nuts'''. Although their material definition marks them as being edible raw, dwarves will '''not''' eat them.&lt;br /&gt;
&lt;br /&gt;
Rock nuts can be milled at a [[millstone]] or [[quern]] into rock nut paste, using the {{k|s}} job to mill seeds/nuts to paste. This paste can then be used in cooking, or pressed at a [[screw press]] into a rock nut [[Press_cake|press cake]] and a [[jug]] of rock nut [[oil]].&lt;br /&gt;
&lt;br /&gt;
Both the rock nut paste and rock nut press cake are cookable and considered a single food category, referred to as &amp;quot;rock nut&amp;quot; in the [[Status#Kitchen_Status_Screen|cooking permissions screen]] (not to be confused with &amp;quot;rock nuts&amp;quot;, the entry for the seeds), the Stocks screen compacted view, and Prepared meal descriptions.&lt;br /&gt;
&lt;br /&gt;
The rock nut oil can be cooked or used in place of tallow to make [[soap]].&lt;br /&gt;
&lt;br /&gt;
Use moderation when commanding rock nuts converted to paste - the nuts are required to re-plant the crop; if you grind up your entire supplies, you can't grow new quarry bushes.&lt;br /&gt;
&lt;br /&gt;
The main attraction of grinding up rock nuts is the production of rock nut oil as soapmaking ingredient. Both the globs of paste and the press cakes are minimum-value cooking ingredients, at 1☼ each. When looking at cooking ingredients, the quarry bush leaves completely overshadow what can be gained from an oil-pressing operation.  However, if you have a surplus of rock nuts such that you could never plant them all at once, it makes sense to use them for something productive.&lt;br /&gt;
&lt;br /&gt;
==Plant Gathering==&lt;br /&gt;
&lt;br /&gt;
Due to a quirk in the Raws, a wild Quarry Bush plant growing underground (not planted) can yield 6 leaves if placed in a [[Activity_zone#Plant_collection|Gathering zone]].  An [[Herbalist]] will first harvest a single leaf growth, then collect the entire plant, which can be processed as usual afterwards for 5 more leaves.&lt;br /&gt;
&lt;br /&gt;
==Food Value==&lt;br /&gt;
&lt;br /&gt;
Thanks to the increased value of rock nut oil as a by-product of rock nut processing, the highest potential value of products gleaned from one quarry bush plant is 56 (five leaves at a value of 10 each, plus oil and a press cake).  &lt;br /&gt;
&lt;br /&gt;
*Grow time: 500&lt;br /&gt;
*Plant value: 2&lt;br /&gt;
*Spice value: 10(x5)&lt;br /&gt;
*Seed value: 1&lt;br /&gt;
*Mill value: 1&lt;br /&gt;
*Press cake value: 1&lt;br /&gt;
*Press oil value: 5&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=238465</id>
		<title>Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=238465"/>
		<updated>2018-11-13T19:35:35Z</updated>

		<summary type="html">&lt;p&gt;Omaha: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|18:10, 27 April 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Thirsty Dwarves.gif|thumb|right|A booze [[stockpile]] at work]]&lt;br /&gt;
'''Alcohol''' is the favored drink of the [[dwarf|dwarves]]; a dwarf will drink booze an average of five times per [[calendar|season]] to satisfy their [[thirst]], and although they can subsist on [[water]], without booze they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly (&amp;quot;has been tired of drinking the same old booze lately&amp;quot;). Every dwarf likewise has [[preferences]] for various types of drinks. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Most [[crop]]s and [[tree]]s in the game can be turned into drink, and thus most drink is sourced from dwarven [[farming]], both indoor and out. Most of the plants [[plant gathering|gathered]] from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution, though the added variety of drinks can make it worthwhile. Drinks can be sourced at [[embark#supplies|embarkation]], and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a [[still]]. [[Caravan]]s always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, [[honey]] acquired through [[beekeeping industry|beekeeping]] can be brewed into alcoholic mead, the only form of drink that is not derived from plants.&lt;br /&gt;
&lt;br /&gt;
The most direct way to acquire the booze itself is through a [[still]]; large fortresses will usually have one or more dedicated [[brewer]]s keeping the dwarven drinks cellar well stocked. To brew a drink a dwarf will need an empty watertight container of some kind (either a [[barrel]] or a [[large pot]]) and a [[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item and deposits the alcohol in the container, recovering any plant [[seed]]s in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's [[skill]], making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Dwarven thirst is constrained by the important {{token|ALCOHOL_DEPENDENT|c}} [[creature token]], which causes them to suffer severe performance penalties when deprived of alcohol. &amp;quot;Dry&amp;quot; dwarves increasingly lose [[gait|walking speed]] and [[Combat#Attack_Speed|attack speed]]. Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown.&lt;br /&gt;
&lt;br /&gt;
While dwarves rely on alcohol from the moment they are born, creatures of ''any'' race who are exposed to enough combat to become fully hardened (&amp;quot;doesn't really care about anything anymore&amp;quot;) will also become alcoholics. All creatures can theoretically survive drinking nothing but alcohol for their entire lives, though they may be subject to [[#Alcohol poisoning|alcohol poisoning]] due to not having the same tolerance level as dwarves. Neither dwarves nor any race of creature will accept to drink alcohol if resting in a [[hospital]], and must instead be given fresh water until they recover.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]] dwarves are just as alcohol-dependent as the mortal kind. Despite this, in Fortress Mode, they will only ever drink [[blood]], ensuring they eventually suffer withdrawal even if your pantry is stocked to the brim with every beverage imaginable.&lt;br /&gt;
&lt;br /&gt;
Setting booze on [[fire]] will not cause it to explode, but exposing it to high [[temperature]]s ''will'' cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; [[magma-safe]] containers would never be destroyed by [[magma]], but any booze inside will likely quickly perish due to heat transfer (unless the container is made of [[nether-cap]]).&lt;br /&gt;
&lt;br /&gt;
Alcohol, like all other liquids, does not have a quality modifier. The level of happy [[thought]] generated by drinking a [[preferences|preferred]] alcohol is dependent upon the value of the entire stack of alcohol.{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
&lt;br /&gt;
Dwarves prefer drinking alcohol out of a [[Finished goods#Goblets|mug, cup, or goblet]] and will receive an unhappy [[thought]] for drinking alcohol without one of the three. These may be placed in [[coffer]]s in designated [[tavern]]s.  Visitors will drink alcohol too.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
=== Alcohol poisoning ===&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
Over-consumption of alcohol can lead to harmful syndromes, progressing to inebriation, unconsciousness, and death. Each individual has their own tolerance level based on their size (with dwarves having 1.5x the resistance for their size) and each individual will consume more or less according to their [[need]] to drink. Mysterious deaths from suffocation in your taverns are most likely cases of acute alcohol poisoning. Note that the lethal effects of alcohol poisoning is caused by impairing the function of a creature's lungs, making creatures that lack lungs, or the need to breathe, immune to death from alcohol poisoning.&lt;br /&gt;
&lt;br /&gt;
== List of alcohol ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient&lt;br /&gt;
! Beverage produced&lt;br /&gt;
! Beverage value&lt;br /&gt;
! Type&lt;br /&gt;
! Source&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]] || Dwarven wine || 2 || rowspan=&amp;quot;44&amp;quot; style=&amp;quot;background-color:#cfc&amp;quot;| Plant-based || Indoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]] || Dwarven ale || 2 || Indoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]] || Dwarven beer || 2 || Indoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]] || Dwarven rum || 2 || Indoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]] || Swamp whiskey || 1 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]] || Tuber beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]] || Prickle berry wine || 1 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]] || Longland beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]] || Sewer brew || 1 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]] || Fisher berry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]] || River spirits || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]] || Gutter cruor || 1 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]] || Sunshine || 5 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]] || Whip wine || 3 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Beet]] || Beetroot wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild carrot]] || Carrot wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassava]] || Cassava beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Parsnip]] || Parsnip wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato]] || Potato wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Radish]] || Radish wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet potato]] || Sweet potato wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Turnip]] || Turnip wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Single-grain wheat]] || Single-grain wheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Two-grain wheat]] || Two-grain wheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Soft wheat]] || Soft wheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Hard wheat]] || Hard wheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Spelt]] || Spelt beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Barley]] || Barley wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Buckwheat]] || Buckwheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rye]] || Rye beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorghum]] || Sorghum beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rice]] || Rice beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Maize]] || Maize beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Quinoa]] || Quinoa beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaniwa]] || Kaniwa beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pendant amaranth]] || Pendant amaranth beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood amaranth]] || Blood amaranth beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Purple amaranth]] || Purple amaranth beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl millet]] || Pearl millet beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[White millet]] || White millet beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Finger millet]] || Finger millet beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Foxtail millet]] || Foxtail millet beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Fonio]] || Fonio beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Teff]] || Teff beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple]] || Apple cider || 2 || rowspan=&amp;quot;32&amp;quot; style=&amp;quot;background-color: #fcc&amp;quot;| Fruit-based&lt;br /&gt;
| Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Apricot]] || Apricot wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Banana]] || Banana beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Bayberry]] || Bayberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Carambola]] || Carambola wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry]] || Cherry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Custard-apple]] || Custard-apple cider || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Date]] || Date wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Durian]] || Durian wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Guava]] || Guava wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Lychee]] || Lychee wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Mango]] || Mango wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Papaya]] || Papaya wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach]] || Peach cider || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pear]] || Perry || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Persimmon]] || Persimmon wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Plum]] || Plum wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomegranate]] || Pomegranate wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rambutan]] || Rambutan wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand pear]] || Sand pear cider || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Artichoke]] || Artichoke wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomato]] || Tomato wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomatillo]] || Tomatillo wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Passion fruit]] || Passion fruit wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Grape]] || Wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Cranberry]] || Cranberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Bilberry]] || Bilberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Blueberry]] || Blueberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Blackberry]] || Blackberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Raspberry]] || Raspberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pineapple]] || Pineapple wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Strawberry]] || Strawberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Honey]] || Mead || 1 || style=&amp;quot;background-color: #ddd&amp;quot;| Animal-based || Outdoors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Alcohol plant stockpile]] — Brewery input stockpile helper page&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Beekeeping industry]]&lt;br /&gt;
* [[Crop]]&lt;br /&gt;
* [[Thirst]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|PLANT_ALCOHOL_TEMPLATE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;br /&gt;
&lt;br /&gt;
{{category|Dwarves}}&lt;br /&gt;
{{category|Food}}&lt;br /&gt;
[[ru:Alcohol]]&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quern&amp;diff=238453</id>
		<title>Quern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quern&amp;diff=238453"/>
		<updated>2018-11-12T18:23:45Z</updated>

		<summary type="html">&lt;p&gt;Omaha: single stockpile works too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|15:25, 2 February 2015 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
{{Workshop|name=Quern|key=q|job=[[Milling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Furniture|Quern]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Quarry bush|Rock nut]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Flax]]&lt;br /&gt;
* [[Hemp]]&lt;br /&gt;
* [[Jute]]&lt;br /&gt;
* [[Kenaf]]&lt;br /&gt;
* [[Pig tail]]&lt;br /&gt;
* [[Ramie]]&lt;br /&gt;
* [[Rope reed]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Flour|Dwarven wheat flour]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Flour|Longland flour]]&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
* [[Slurry]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''quern''' is a single-square [[workshop]] used to grind certain [[plant]]s into [[sugar]], [[flour]], [[dye]], and [[slurry]]. Each milling job requires an empty bag. The process will also produce [[seed]]s from plants being milled. Unlike a [[millstone]], the quern is powered by the dwarf using it to perform the labor. A {{k|q}}uern must be created at a [[Mason's workshop]] before it can be built as a workshop.&lt;br /&gt;
&lt;br /&gt;
The quern may also be used to mill seeds/nuts to [[Quarry bush|paste]].&lt;br /&gt;
&lt;br /&gt;
Ensuring the exclusive milling of certain plants (to, say, produce only dye, not flour) is cumbersome. It requires a stockpile that only allows these plants and setting it to {{K|q}}-'{{K|g}}ive To A Pile/Workshop', as the quern provides no menu to specify what to mill. You also need a furniture stockpile that allows only bags (deactivate wood, stone and metal as material to avoid it being cluttered with coffers,) setting that to 'giving' to the quern too.  It doesn't need to be two separate stockpiles, as the custom menu does allow item commingling.  &lt;br /&gt;
&lt;br /&gt;
If you don't set custom stockpile(s), the miller will pick the closest random plant and bag, with the usual, occasionally surprising definition of closest.  Additionally, you have to ensure somehow that the plants arrive at the right stockpile, for example by not allowing them on any other. Once you got this working, repeat for every other plant you want to mill, either switching the 'give' orders every time or setting up a separate quern for every plant combination.&lt;br /&gt;
&lt;br /&gt;
For general details read [[Stockpile#Give_to_a_stockpile.2Fworkshop|Giving to a Stockpile/Workshop]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, to preserve what little sanity a DF player has left, just forbid all millable plants you don't want milled (for example from the [[stocks]] menu) and (re-)claim them once the milling job is done.&lt;br /&gt;
&lt;br /&gt;
As another alternative, the utility [[Utility:DFHack|DFHack]] provides a &amp;quot;job item-material&amp;quot; command that allows you to specify a plant to mill.&lt;br /&gt;
&lt;br /&gt;
== How to ==&lt;br /&gt;
Command for building: {{k|b}}-{{k|w}}-{{k|q}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Using_bins_and_barrels&amp;diff=150946</id>
		<title>v0.31:Using bins and barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Using_bins_and_barrels&amp;diff=150946"/>
		<updated>2011-07-01T13:29:31Z</updated>

		<summary type="html">&lt;p&gt;Omaha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:26, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [59]≡) of items occupies one space of {{L|stockpile}} room. You can consolidate stockpile space by building {{L|bin}}s and {{L|barrel}}s that can hold many items at once. Barrels store and preserve {{L|food}} and {{L|alcohol}}; bins can store many types of smaller items, such as {{L|trade good|finished goods}}, {{L|metal}} {{L|bar}}s, {{L|ammo}}, or {{L|gem}}s. Building a steady supply of {{L|container}}s helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
==Food Storage==&lt;br /&gt;
&lt;br /&gt;
One thing to note about storing seeds is that {{L|bag}}s are required to put seeds in. These bags will then be placed inside the barrel. Otherwise, the dwarves'll end up with one seed per tile - quite inefficient![http://www.bay12forums.com/smf/index.php?topic=79168.msg2055095#msg2055095]&lt;br /&gt;
&lt;br /&gt;
==Managing stockpiles directly==&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{k|q}} → {{k|C}}/{{k|V}}. For barrels, {{k|E}} and {{k|R}} are used instead of C and V. By default, bins are used for Bar/{{L|Block}}, ammo, gems, finished goods, {{L|cloth}} and {{L|leather}} stockpiles, and barrels are used for food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will claim an empty container whenever it doesn't already have one. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize. To access this stockpile feature, use the {{k|q}} menu and move to the stockpile in question.&lt;br /&gt;
&lt;br /&gt;
==Reserving containers for other tasks==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a Workshop that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{k|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing alcohol and {{L|sweet pod|dwarven syrup}}, they do not have to be located on a {{L|furniture}} stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be. &lt;br /&gt;
&lt;br /&gt;
==Storing prepared meals without barrels==&lt;br /&gt;
&lt;br /&gt;
Fortresses often produce much more food than the population consumes. {{L|Kitchen|Lavish meals}} can combine four food stacks into one meal stack, which can easily include many (40+) individual meals. Since a stack with more than ten items will fill a barrel completely, the barrel doesn't save any space and is unavailable for booze. A solution for this is to make food stockpiles which take prepared meals only and set them to use no barrels at all {{k|q}} {{k|E}} . (With the proper labors and workshops) the dwarves will take food out of barrels, cook it into roasts, and store them in stockpiles without barrels, freeing up the barrels for other uses. e.g. [http://i.imgur.com/CVM29.jpg]&lt;br /&gt;
&lt;br /&gt;
==Barrel Reassignment Surgery==&lt;br /&gt;
&lt;br /&gt;
If you have a fixed number of barrels (possibly due to a lumber shortage because you're playing in a [[Fun]] place like the tundra) and your food stockpile is using too many barrels and you need some for booze, or if for some reason the opposite is true, you can force the dwarves through a series of steps to have the barrels switch from one stockpile to another.  Assume you have too much barrelled food and you need barrels for booze.  First, designate a small [[garbage dump]] zone nearby.  Then set the maximum barrel limit on the food stockpile way down--possibly to zero.  Don't worry, the existing barrels won't be dumped as a result.  Now view a barrel and then once inside, view each individual food item and set it to {{k|d}} for dump (but do not dump the barrel itself).  The dwarves will take the food from the barrel and throw it into the garbage zone, and once the barrel is empty they will immediately move it to a furniture stockpile because the food stockpile barrel limit is exceeded already.  Now you have a free barrel with which to [[brewing|brew]].  You can reclaim the food from the garbage dump now, and the dwarves will do what they can to store it.  Be warned that this might end up being on the floor in the stockpile which could attract flies.  Remember to set the barrel limit on the food stockpile back up to some reasonable level if you get your hands on some new barrels.&lt;br /&gt;
&lt;br /&gt;
=Barrel and bin material=&lt;br /&gt;
&lt;br /&gt;
Heavy barrels and bins slow down hauling, so it is wise to make them from light materials if possible - {{L|Feather tree}} wood barrels and bins instead of lavish {{L|Platinum}} ones.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Omaha</name></author>
	</entry>
</feed>