<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Robje</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Robje"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Robje"/>
	<updated>2026-04-11T13:19:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22126</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22126"/>
		<updated>2008-04-04T19:31:06Z</updated>

		<summary type="html">&lt;p&gt;Robje: /* Peat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;br /&gt;
::The message &amp;quot;no seeds available for this location&amp;quot; means that nothing can grow at this combination of biome, light/dark status (or is it inside/outside?) and season. In other cases it lists all crops, that can be farmed, even if you don't have seeds.&lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 00:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sandy Loam ==&lt;br /&gt;
&lt;br /&gt;
All right, the list in the article is &amp;quot;possibly incomplete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The question is, can '''Sandy Loam''' be [[farm]]ed without being [[irrigation|irrigated]]?&lt;br /&gt;
&lt;br /&gt;
Maybe, even more importantly than the possibly incomplete list of soils which ''can'' be farmed without irrigation, there needs to be a list of soils which ''cannot'' be farmed by irrigation.&lt;br /&gt;
&lt;br /&gt;
Of course, I would have chosen to do this by having an article for each type of soil saying simply:&lt;br /&gt;
&lt;br /&gt;
'''Sandy loam''' is a type of [[soil]].&lt;br /&gt;
&lt;br /&gt;
It may (not?) be [[farm]]ed without being [[irrigation|irrigated]].&lt;br /&gt;
&lt;br /&gt;
(other properties: is it in layers? what icon does it use? etc)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Soils which need irrigation]] or [[:Category:Soils which do not need irrigation]]&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:28, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:''Anything'' can be farmed with irrigation. Irrigation creates the mud that is then farmed, not the floor under it. --[[User:N9103|Edward]] 20:21, 8 January 2008 (EST)&lt;br /&gt;
:you do not need any irrigation to farm on any soil. it can ''ALL'' be farmed without irrigation [[User:Chariot|Chariot]] 21:59, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The article already says '''loam''' (''found near rivers'') cannot be farmed without irrigation. What needs clarifying is that ''' (''modifier'') loam ''' ''also'' cannot be farmed without being irrigated. Which I ''guess'' to be the case but I don't source-dive so I won't present it as a fact. Maybe I was doing something wrong bcs I'm a {{tl|newbie}} at this game.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:::loam '''CAN''' be farmed without irrigation, i even just made a new world and fortress to see, they farmed on it fine. likewise, '''(''modifier'') loam''' ''also'' '''CAN''' be farmed on. '''&amp;gt;&amp;gt;ALL&amp;lt;&amp;lt;''' soils can be farmed without irrigation, as said repeatedly before. the only thing that would stop it is being in a BIOME which doesnt support the plant, which is not a property of the soil. -[[User:Chariot|Chariot]] 17:38, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Collapsing==&lt;br /&gt;
Are sandy soils more likely to collapse?&lt;br /&gt;
Is [[white sand]] the soil, the same as what is used to make glass? If so I guess I'm on a good map, I've got [[bituminous coal]], trees, and sandy soil from one map edge to the other.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Peat==&lt;br /&gt;
Can it be farmed without irrigation? Peat is not mentioned anywhere on the wiki. [[User:Robje|Robje]] 15:30, 4 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22125</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22125"/>
		<updated>2008-04-04T19:30:45Z</updated>

		<summary type="html">&lt;p&gt;Robje: /* Peat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;br /&gt;
::The message &amp;quot;no seeds available for this location&amp;quot; means that nothing can grow at this combination of biome, light/dark status (or is it inside/outside?) and season. In other cases it lists all crops, that can be farmed, even if you don't have seeds.&lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 00:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sandy Loam ==&lt;br /&gt;
&lt;br /&gt;
All right, the list in the article is &amp;quot;possibly incomplete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The question is, can '''Sandy Loam''' be [[farm]]ed without being [[irrigation|irrigated]]?&lt;br /&gt;
&lt;br /&gt;
Maybe, even more importantly than the possibly incomplete list of soils which ''can'' be farmed without irrigation, there needs to be a list of soils which ''cannot'' be farmed by irrigation.&lt;br /&gt;
&lt;br /&gt;
Of course, I would have chosen to do this by having an article for each type of soil saying simply:&lt;br /&gt;
&lt;br /&gt;
'''Sandy loam''' is a type of [[soil]].&lt;br /&gt;
&lt;br /&gt;
It may (not?) be [[farm]]ed without being [[irrigation|irrigated]].&lt;br /&gt;
&lt;br /&gt;
(other properties: is it in layers? what icon does it use? etc)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Soils which need irrigation]] or [[:Category:Soils which do not need irrigation]]&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:28, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:''Anything'' can be farmed with irrigation. Irrigation creates the mud that is then farmed, not the floor under it. --[[User:N9103|Edward]] 20:21, 8 January 2008 (EST)&lt;br /&gt;
:you do not need any irrigation to farm on any soil. it can ''ALL'' be farmed without irrigation [[User:Chariot|Chariot]] 21:59, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The article already says '''loam''' (''found near rivers'') cannot be farmed without irrigation. What needs clarifying is that ''' (''modifier'') loam ''' ''also'' cannot be farmed without being irrigated. Which I ''guess'' to be the case but I don't source-dive so I won't present it as a fact. Maybe I was doing something wrong bcs I'm a {{tl|newbie}} at this game.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:::loam '''CAN''' be farmed without irrigation, i even just made a new world and fortress to see, they farmed on it fine. likewise, '''(''modifier'') loam''' ''also'' '''CAN''' be farmed on. '''&amp;gt;&amp;gt;ALL&amp;lt;&amp;lt;''' soils can be farmed without irrigation, as said repeatedly before. the only thing that would stop it is being in a BIOME which doesnt support the plant, which is not a property of the soil. -[[User:Chariot|Chariot]] 17:38, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Collapsing==&lt;br /&gt;
Are sandy soils more likely to collapse?&lt;br /&gt;
Is [[white sand]] the soil, the same as what is used to make glass? If so I guess I'm on a good map, I've got [[bituminous coal]], trees, and sandy soil from one map edge to the other.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Peat==&lt;br /&gt;
Can it be farmed without irrigation? Pear is not mentioned anywhere on the wiki. [[User:Robje|Robje]] 15:30, 4 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22124</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22124"/>
		<updated>2008-04-04T19:30:22Z</updated>

		<summary type="html">&lt;p&gt;Robje: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;br /&gt;
::The message &amp;quot;no seeds available for this location&amp;quot; means that nothing can grow at this combination of biome, light/dark status (or is it inside/outside?) and season. In other cases it lists all crops, that can be farmed, even if you don't have seeds.&lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 00:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sandy Loam ==&lt;br /&gt;
&lt;br /&gt;
All right, the list in the article is &amp;quot;possibly incomplete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The question is, can '''Sandy Loam''' be [[farm]]ed without being [[irrigation|irrigated]]?&lt;br /&gt;
&lt;br /&gt;
Maybe, even more importantly than the possibly incomplete list of soils which ''can'' be farmed without irrigation, there needs to be a list of soils which ''cannot'' be farmed by irrigation.&lt;br /&gt;
&lt;br /&gt;
Of course, I would have chosen to do this by having an article for each type of soil saying simply:&lt;br /&gt;
&lt;br /&gt;
'''Sandy loam''' is a type of [[soil]].&lt;br /&gt;
&lt;br /&gt;
It may (not?) be [[farm]]ed without being [[irrigation|irrigated]].&lt;br /&gt;
&lt;br /&gt;
(other properties: is it in layers? what icon does it use? etc)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Soils which need irrigation]] or [[:Category:Soils which do not need irrigation]]&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:28, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:''Anything'' can be farmed with irrigation. Irrigation creates the mud that is then farmed, not the floor under it. --[[User:N9103|Edward]] 20:21, 8 January 2008 (EST)&lt;br /&gt;
:you do not need any irrigation to farm on any soil. it can ''ALL'' be farmed without irrigation [[User:Chariot|Chariot]] 21:59, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The article already says '''loam''' (''found near rivers'') cannot be farmed without irrigation. What needs clarifying is that ''' (''modifier'') loam ''' ''also'' cannot be farmed without being irrigated. Which I ''guess'' to be the case but I don't source-dive so I won't present it as a fact. Maybe I was doing something wrong bcs I'm a {{tl|newbie}} at this game.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:::loam '''CAN''' be farmed without irrigation, i even just made a new world and fortress to see, they farmed on it fine. likewise, '''(''modifier'') loam''' ''also'' '''CAN''' be farmed on. '''&amp;gt;&amp;gt;ALL&amp;lt;&amp;lt;''' soils can be farmed without irrigation, as said repeatedly before. the only thing that would stop it is being in a BIOME which doesnt support the plant, which is not a property of the soil. -[[User:Chariot|Chariot]] 17:38, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Collapsing==&lt;br /&gt;
Are sandy soils more likely to collapse?&lt;br /&gt;
Is [[white sand]] the soil, the same as what is used to make glass? If so I guess I'm on a good map, I've got [[bituminous coal]], trees, and sandy soil from one map edge to the other.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Peat==&lt;br /&gt;
Can it be farmed without irrigation? Pear is not mentioned anywhere on the wiki.&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Robje&amp;diff=35275</id>
		<title>User:Robje</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Robje&amp;diff=35275"/>
		<updated>2008-04-02T19:35:45Z</updated>

		<summary type="html">&lt;p&gt;Robje: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sup y'all?&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7687</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7687"/>
		<updated>2008-04-01T22:59:00Z</updated>

		<summary type="html">&lt;p&gt;Robje: changed linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink [[water]], they begin to work slowly from alcohol dependency. Alcohol can be brewed at a [[still]], brought with you from the embark screen or [[trade]]d with visiting caravans.&lt;br /&gt;
&lt;br /&gt;
'''Brewing'''&amp;lt;br/&amp;gt;&lt;br /&gt;
To brew alcohol at a [[still]] requires a brewable [[plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.&lt;br /&gt;
&lt;br /&gt;
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable seeds.&lt;br /&gt;
&lt;br /&gt;
'''Consumption'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A healthy adult dwarf consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice (mugs are for simpering humans), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and dwarfs spend much time walking to and from it.  So:  The booze should be both secure and accessible.&lt;br /&gt;
&lt;br /&gt;
'''Cooking''' &amp;lt;br/&amp;gt;&lt;br /&gt;
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into food, it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking. &lt;br /&gt;
&lt;br /&gt;
'''Happiness'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[Alcohol#grown_outside|sunshine]]) boost feelings more than low-value ones (like [[Alcohol#grown_outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them.&lt;br /&gt;
&lt;br /&gt;
'''Wounded dwarves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given water by a caretaker with a [[bucket]]. Therefore, a fortress cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.&lt;br /&gt;
&lt;br /&gt;
'''Great balls of fire!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. For an example see [http://mkv25.net/dfma/movie-42-boozeexplosion]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brewable Plants==&lt;br /&gt;
&lt;br /&gt;
===Grown Inside===&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| Dwarven Ale&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]]&lt;br /&gt;
| Dwarven Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]]&lt;br /&gt;
| Dwarven Rum&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]]&lt;br /&gt;
| Dwarven Wine&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grown Outside===&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]]&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]]&lt;br /&gt;
| Whip Wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| River Spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]]&lt;br /&gt;
| Fisher Berry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]]&lt;br /&gt;
| Longland Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild strawberry]]&lt;br /&gt;
| Strawberry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]]&lt;br /&gt;
| Tuber Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]]&lt;br /&gt;
| Prickle Berry Wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]]&lt;br /&gt;
| Sewer Brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| Gutter Cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]]&lt;br /&gt;
| Swamp Whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Not Brewable==&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* [[Quarry bush]] &lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30233</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30233"/>
		<updated>2008-03-12T22:09:23Z</updated>

		<summary type="html">&lt;p&gt;Robje: added my signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:Same thing as 90% of Artis. Wait for the guy to die and sell it. Or alternatively, death again, and build it in a Noble's room. --[[User:N9103|Edward]] 20:39, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Artifact menu ==&lt;br /&gt;
&lt;br /&gt;
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30232</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30232"/>
		<updated>2008-03-12T22:08:56Z</updated>

		<summary type="html">&lt;p&gt;Robje: question about trading legendary artifacts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:Same thing as 90% of Artis. Wait for the guy to die and sell it. Or alternatively, death again, and build it in a Noble's room. --[[User:N9103|Edward]] 20:39, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Artifact menu ==&lt;br /&gt;
&lt;br /&gt;
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible?&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38491</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38491"/>
		<updated>2008-03-06T14:27:49Z</updated>

		<summary type="html">&lt;p&gt;Robje: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blood&amp;diff=24051</id>
		<title>40d:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blood&amp;diff=24051"/>
		<updated>2008-02-26T16:11:28Z</updated>

		<summary type="html">&lt;p&gt;Robje: Link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The favoured drink of [[Armok]], Blood (or ichor, or your local bodily fluid's name) is found in most of the creatures in [[Dwarf_Fortress|Dwarf Fortress]], with the notable exception of [[Undead|skeletal creatures]]   It comes in several colours, red for most animals and creatures, and aqua/teal for [[troll|Trolls]].  This stuff usually ends up covering anybody and anything involved in melee combat, especially dogs, cats and wrestlers who must physically be on their target to dispatch them. The blood covering on armor and weapons will inflate creature inventory screens ''very'' quickly.  It is not known if you can make a 'dwarven washing machine' (essentially a small, drainable water-trap with a cage for the animals and a glass wall for people to see inward) to clean them up.&lt;br /&gt;
&lt;br /&gt;
Creatures have a limited amount of blood.  After massive bleeding, the creature could bleed to death. As of 0.27.169.33f, mud and blood no longer spread throughout one's fortress; Toady One has disabled mud/blood spreading for the time being.&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21778</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21778"/>
		<updated>2008-01-23T23:38:32Z</updated>

		<summary type="html">&lt;p&gt;Robje: added decorations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Value is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
==Base Values of Items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for wood. A wood log, however, uses the base value for wood.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|0||Waste materials - [[Bone]], [[Shell]] etc&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|1||[[Bolt]]s, [[Seed]]s, [[Tallow]], [[Animal]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Meat]], [[Fish]], Raw [[Fish]], [[Alcohol|Drink]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||Raw Materials - Rough [[Gem]]s, [[Stone]], [[Wood]] etc&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|4||[[Plants]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Bars]], Cut [[Gems]], [[Blocks]], [[Sand]], [[Leather|Tanned Hides]], [[Animal Trap]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|7||[[Cloth]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|10||All [[furniture]] except statues , All [[craft]]s, All [[clothes]], [[Decoration]]s, [[Prepared meals]], [[Buckler]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|15||[[Shoes]], [[Boot]]s, [[Shield]]s, [[Helm]]s, [[Gauntlet]]s, [[Leggings]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Leather]] Armor, [[Siege Ammo]], [[Flour]], [[Dwarven sugar|Sugar]], [[Dwarven syrup|Syrup]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]]s, [[Window]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Greaves]], [[Mechanism]]s, [[Siege Engine]] Parts&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Chain Mail]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|100||[[Plate Mail]], [[Anvil]]s&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material Multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the multiplier for wood. A wood log also uses the multiplier for wood.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Materials&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|1||Common [[Stone]], [[Wood]], [[Cloth]], [[Leather]], [[Bone]], [[Shell]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Limestone]], [[Chalk]], [[Copper]], [[Tin]], Green [[Glass]], [[Silk]], [[Lead]], [[Nickel]], [[Zinc]], [[Bismuth]], [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Cassiterite]], [[Morion]], [[Onyx]], [[Schorl]], [[Moss agate]], [[Prase]], [[Variscite]], [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sard]], [[Sardonyx]], [[Lavendar jade]], [[Pink jade]], [[Brown jasper]], [[Fire agate]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]], [[Dendritic agate]], [[Fortification agate]], [[Gray chalcedony]], [[Milk quartz]], [[Moonstone]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Chrysoprase]], [[Chrysocolla]], [[Turquoise]], [[Citrine]], [[Pyrite]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|3||[[Obsidian]], [[Potash]], [[Nickel silver]], [[Lay pewter]], [[Tetrahedrite]], [[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|4||[[Pearlash]], [[Trifle pewter]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|8||[[Sterling silver]], [[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|10||[[Silver]],[[Iron]], Crystal [[Glass]], [[Pig iron]], [[Horn silver]], [[Moss opal]], [[Prase opal]], [[Amber opal]], [[Wax opal]], [[Wood opal]], [[Bone opal]], [[Clear tourmaline]], [[Jasper opal]], [[Milk opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Shell opal]], [[Cherry opal]], [[Gold opal]], [[Resin opal]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|11||[[Black bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Melanite]], [[Red tourmaline]], [[Jelly opal]], [[Fire opal]], [[Pink tourmaline]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Electrum]], [[Black pyrope]], [[Black zircon]], [[Green tourmaline]], [[Green zircon]], [[Almandine]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Purple spinel]], [[Rhodolite]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Bandfire opal]], [[Cat's eye]], [[Clear garnet]], [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Pinfire opal]], [[White opal]], [[Claro opal]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]], [[Aquamarine]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]], [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topaz]], [[Topazolite]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|23||[[Rose gold]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|40||[[Platinum]], [[Aluminum]], [[Sapphire]], [[Emerald]], [[Ruby]], [[Faint yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|60||[[Black diamond]], [[Blue diamond]], [[Green diamond]], [[Red diamond]], [[Clear diamond]], [[Star sapphire]], [[Star ruby]], [[Yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|250||[[Raw adamantine]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! Quality&lt;br /&gt;
!&lt;br /&gt;
!Decoration&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|Anvil ||(100)||Steel ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|Door ||(10)||Obsidian ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|Block ||(5)||Wood ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Lead ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Aluminum||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your craftsdwarfs can add [[decoration|decorations]] to your objects. This increaces their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and then added to the value of the object.&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blood&amp;diff=24049</id>
		<title>40d:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blood&amp;diff=24049"/>
		<updated>2008-01-23T00:18:47Z</updated>

		<summary type="html">&lt;p&gt;Robje: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The favoured drink of [[Armok]], Blood (or ichor, or your local bodily fluid's name) is found in most of the creatures in [[Dwarf_Fortress|Dwarf Fortress]], with the notable exception of [[Skeletons|skeletal creatures]] (nothing to hold blood, so why should a bone bleed?).  It comes in several colours, red for most animals and creatures, and eg aqua/teal for [[troll|Trolls]].  This stuff usually ends up covering anybody involved in melee combat (especially dogs, cats and wrestlers who must physically be on their target to dispatch them), and will inflate creature inventory screens ''very'' quickly.  It is not known if you can make a 'dwarven washing machine' (essentially a small, drainable water-trap with a cage for the animals and a glass wall for people to see inward) to clean them up.&lt;br /&gt;
&lt;br /&gt;
A creature does have a limited amount of blood though.  After massive bleeding, the creature could bleed to death. As of 0.27.169.33f, mud and blood no longer spread throughout one's fortress. Toady One has disabled mud/blood spreading for the time being.&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25255</id>
		<title>40d Talk:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25255"/>
		<updated>2008-01-22T16:38:56Z</updated>

		<summary type="html">&lt;p&gt;Robje: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think raw materials have a value of 0 anymore. Raw stone for an example seems to have a base value of 3*. [[User:Noctis|Noctis]] 03:26, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some do some don't. Bones have a value of 0. Raw stone, gems, wood does have a base value. --[[User:Soyweiser|Soyweiser]] 08:14, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't know if we should list all of the gems, it clutters the page up a bit. Maybe we should just link to [[Gem]], it has all of the gem values. --[[User:Valdemar|Valdemar]] 10:16, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
That list of item values says that &amp;quot;all clothes&amp;quot; have a value of 10 and shoes have a value of 15.  Should it be &amp;quot;all clothes except shoes&amp;quot; or is the value of shoes actually 10?  [[User:Bouchart|Bouchart]] 23:14, 8 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Does anyone know where these values came from? [[User:VengefulDonut|VengefulDonut]] 12:46, 21 December 2007 (EST)&lt;br /&gt;
:Hmm. I think all cloth has a decoration on it. That would explain it. [[User:VengefulDonut|VengefulDonut]] 13:05, 21 December 2007 (EST)&lt;br /&gt;
::Same thing. No decoration. In s versions 33d/e/f/g It's just that. My guess - some error either in code or in our minds :) [[User:Dorten|Dorten]] 23:32, 9 January 2008 (EST)&lt;br /&gt;
:::Including an invisible decoration of the same material (but no quality mod) would explain these numbers. [[User:VengefulDonut|VengefulDonut]] 02:14, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Shouldnt this page list how decorations change the value of an item as well? Also, if the value of bone and shell is 0 (base) or 1 (multiplier) does that mean that decorating with bone or shell doesnt change the items value? [[User:Robje|Robje]] 17:11, 21 January 2008 (EST)&lt;br /&gt;
:The base value of a decoration is 10. A bone decoration would increase the value of an object by 1 x 10 = 10. Does that make sense? [[User:VengefulDonut|VengefulDonut]] 01:12, 22 January 2008 (EST)&lt;br /&gt;
:: Yes, it does. So the lead goblet example from the article worth 40☼ would be worth 50☼ with some bone decorations, right? It just adds the value of the decorations to the items value, it doesnt multiply anything. Think that should be added to this page? or the [[decoration]] page? [[User:Robje|Robje]] 11:38, 22 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Robje&amp;diff=35274</id>
		<title>User:Robje</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Robje&amp;diff=35274"/>
		<updated>2008-01-21T22:34:19Z</updated>

		<summary type="html">&lt;p&gt;Robje: New page: sup y'all?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;sup y'all?&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3986</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3986"/>
		<updated>2008-01-21T22:33:40Z</updated>

		<summary type="html">&lt;p&gt;Robje: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter.  Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds like winter farming works fine.  It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
&lt;br /&gt;
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Farming aboveground issue ==&lt;br /&gt;
&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
&lt;br /&gt;
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mixed Plots ==&lt;br /&gt;
&lt;br /&gt;
The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
:What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Food Hauling caveat ==&lt;br /&gt;
&lt;br /&gt;
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&lt;br /&gt;
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page.  It would also be horribly intimidating to the newbies.  No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page.  [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. &lt;br /&gt;
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. &lt;br /&gt;
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)&lt;br /&gt;
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)&lt;br /&gt;
:: I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail,  bad for seeing relationships &amp;amp; alternatives, like &amp;quot;What are all the crops that I can use to make fabric?&amp;quot;. [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)&lt;br /&gt;
:: Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me.  Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Re-Irrigation ==&lt;br /&gt;
&lt;br /&gt;
I noticed that my unused farms, after a time, will show &amp;quot;No seeds available for this location&amp;quot;. There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Red crops ==&lt;br /&gt;
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it.  Sounds implausible, but I wouldn't put it past Toady to implement it that way.  Had your farmers ever planted quarry bushes &amp;quot;too late&amp;quot; before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This is strange. It reddened out after I selected it and let it run for a game day (there were 39 days left in the season). Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fertilisation==&lt;br /&gt;
So you can choose to fertilise your plots with potash. How long does this last? How much more crop does a fertilised plot produce and if I fertilise more than once in short succesion, does it produce even more? [[User:Robje|Robje]] 17:33, 21 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25253</id>
		<title>40d Talk:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25253"/>
		<updated>2008-01-21T22:11:57Z</updated>

		<summary type="html">&lt;p&gt;Robje: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think raw materials have a value of 0 anymore. Raw stone for an example seems to have a base value of 3*. [[User:Noctis|Noctis]] 03:26, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some do some don't. Bones have a value of 0. Raw stone, gems, wood does have a base value. --[[User:Soyweiser|Soyweiser]] 08:14, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't know if we should list all of the gems, it clutters the page up a bit. Maybe we should just link to [[Gem]], it has all of the gem values. --[[User:Valdemar|Valdemar]] 10:16, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
That list of item values says that &amp;quot;all clothes&amp;quot; have a value of 10 and shoes have a value of 15.  Should it be &amp;quot;all clothes except shoes&amp;quot; or is the value of shoes actually 10?  [[User:Bouchart|Bouchart]] 23:14, 8 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Does anyone know where these values came from? [[User:VengefulDonut|VengefulDonut]] 12:46, 21 December 2007 (EST)&lt;br /&gt;
:Hmm. I think all cloth has a decoration on it. That would explain it. [[User:VengefulDonut|VengefulDonut]] 13:05, 21 December 2007 (EST)&lt;br /&gt;
::Same thing. No decoration. In s versions 33d/e/f/g It's just that. My guess - some error either in code or in our minds :) [[User:Dorten|Dorten]] 23:32, 9 January 2008 (EST)&lt;br /&gt;
:::Including an invisible decoration of the same material (but no quality mod) would explain these numbers. [[User:VengefulDonut|VengefulDonut]] 02:14, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Shouldnt this page list how decorations change the value of an item as well? Also, if the value of bone and shell is 0 (base) or 1 (multiplier) does that mean that decorating with bone or shell doesnt change the items value? [[User:Robje|Robje]] 17:11, 21 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Robje</name></author>
	</entry>
</feed>