https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Bouchart&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T09:35:33ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=Kobold_bulb&diff=259147Kobold bulb2021-09-11T01:59:33Z<p>Bouchart: </p>
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<div>{{Quality|Superior|06:11, 17 May 2015 (UTC)}}<br />
{{plantlookup|wiki=no}}<br />
{{av}}<br />
<br />
The '''kobold bulb''' is an unusual [[plant]] found in [[wetland]]s. Its only use is to make [[gnomeblight]], a [[extract|substance]] [[syndrome|poisonous]] only to [[mountain gnome]]s and [[dark gnome]]s. Unfortunately, it requires significant workarounds to apply it and gnomes are weak in combat anyway, so it is effectively useless other than as a valuable [[Trading|trade good]]. Despite the name, they have no relation to [[kobold]]s, nor does their extract affect them.<br />
<br />
Some [[dwarves]] [[Preferences|like]] kobold bulbs for their ''shrouded history''.<br />
<br />
{{gamedata}}<br />
{{Plants}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Crop&diff=259141Crop2021-09-10T20:01:24Z<p>Bouchart: </p>
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<div>{{Quality|Exceptional|23:05, 8 April 2015 (UTC)}}<br />
{{av}}{{buggy}}<br />
:''(This article is about crop plants. If you want information about trees, see [[Tree]].)''<br />
{{catbox|DF2014:Plants}}<br />
<br />
'''Crops''' are [[plant]]s that can be [[farming|farmed]], traded for, or acquired by [[plant gathering]]. The farming of crops happens at [[farm plot]]s. There are two types of crops: [[aboveground]] and subterranean (underground). The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). There is a limit of 200 seeds per type (adjustable in [[d_init.txt]]), after which no additional seeds will be produced.<br />
<br />
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note "4", below). "Wet" and "Dry" determine where plants are found in proximity to watercourses when gathering wild plants, and do not affect farm plots.<br />
<br />
Most plants can be brewed into [[alcohol]], each plant type producing a different variation, and dwarves do prefer ''some'' variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed (by [[milling]] or [[thresher|plant processing]]) before they are edible, and still others are inedible, producing only non-food products (their seeds may be edible, though). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.<br />
<br />
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s), since dwarves will happily carry entire pots of seeds across the map to pick up a single seed, leading to cancellation spam and irregular planting.<br />
<br />
== Standard plants ==<br />
These are the plants defined in the file plant_standard.txt. Standard plants have been changed very little from the previous version; tiles and colors have been upgraded, and brewing, pressing and processing plants to bags have been re-implemented as reactions, which means these options will be unavailable in the workshop if materials are missing.<br />
<br />
<!-- default template (see Template:Plant_table_row for more details)<br />
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=<br />
|drink=|drinkv=|eat=|cook=<br />
|p1=|pv1=<br />
}}<br />
--><br />
{{plant table head}}<br />
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Subterranean Water/Layers 1-3|dry=b|value=4<br />
|drink=Dwarven wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|4:1}} plump helmet spawn|pv1=1<br />
}}<br />
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4<br />
|drink=Dwarven ale|drinkv=10<br />
|p1={{tile|·|0:1}} pig tail seed|pv1=1<br />
|p2={{tile|φ|7:0}} pig tail thread (p)|pv2=12<br />
|p3={{tile|≈|7:0}} pig tail slurry (h)|pv3=2<br />
}}<br />
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4<br />
|drink=Dwarven beer|drinkv=10|cook=p<br />
|p1={{tile|·|6:0}} cave wheat seed|pv1=1<br />
|p2={{tile|·|7:1}} dwarven wheat flour (m)|pv2=20<br />
}}<br />
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons|1|1||}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4<br />
|drink=Dwarven rum|drinkv=10|cook=p<br />
|p1={{tile|·|2:1}} sweet pod seed|pv1=1<br />
|p2={{tile|·|6:0}} dwarven sugar (m)|pv2=20<br />
|p3={{tile|≈|6:0}} dwarven syrup (l)|pv3=100<sup>1</sup><br />
}}<br />
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons|1|1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4<br />
|cook=p<br />
|p1={{tile|♠|7:0}} quarry bush leaf (b)|pv1=50<sup>1</sup><br />
|p2={{tile|·|7:1}} rock nut|pv2=1<br />
|p3={{tile|≈|6:0}} rock nut paste (m)|pv3=1<br />
|p4={{tile|≈|6:0}} rock nut press cake (s)|pv4=1<br />
|p5={{tile|≈|6:1}} rock nut oil (s)|pv5=5<br />
}}<br />
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Subterranean Water/Layers 1-3|dry=b|value=4<br />
|p1={{tile|·|5:1}} dimple cup spawn|pv1=1<br />
|p2={{tile|·|1:1}} dimple dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Muck root|tile=τ|color=0:1|biome=Any Wetland|dry=n|value=1<br />
|drink=Swamp whiskey|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|6:0}} muck root seed|pv1=1<br />
}}<br />
{{plant table row|name=Bloated tuber|tile=Φ|color=6:0|biome=Any Wetland|dry=y|value=2<br />
|drink=Tuber beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|0:1}} bloated tuber seed|pv1=1<br />
}}<br />
{{plant table row|name=Kobold bulb|super=4|tile=Φ|color=0:1|biome=Any Wetland|dry=n|value=5<br />
|p1={{tile|≈|7:1}} [[gnomeblight]] (e)|pv1=500<sup>1</sup><br />
}}<br />
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not Freezing|dry=y|value=1<br />
|drink=Prickle berry wine|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|2:0}} prickle berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Strawberry|tile=:|color=4:0|biome=Not Freezing|dry=y|value=4<br />
|drink=Strawberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|%|4:1}} strawberry fruit|pv1=1<br />
|p2={{tile|:|4:0}} strawberry plant|pv2=1<br />
|p3={{tile|·|0:1}} strawberry seed|pv3=1<br />
}}<br />
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not Freezing|dry=y|value=4<br />
|drink=Longland beer|drinkv=10|cook=p<br />
|p1={{tile|·|6:0}} longland grass seed|pv1=1<br />
|p2={{tile|·|7:1}} longland flour (m)|pv2=20<br />
}}<br />
{{plant table row|name=Valley herb|super=4|tile=ÿ|color=2:1|seasons={{seasons|1|||}}|biome=Temperate Grassland|dry=y|value=10<br />
|cook=y<br />
|p1={{tile|≈|6:1}} [[golden salve]] (v)|pv1=500<sup>1</sup><br />
}}<br />
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not Freezing|dry=n|value=1<br />
|drink=Sewer brew|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|0:1}} rat weed seed|pv1=1<br />
}}<br />
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not Freezing|dry=n|value=4<br />
|drink=Fisher berry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|0:1}} fisher berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not Freezing|dry=n|value=4<br />
|drink=River spirits|drinkv=10<br />
|p1={{tile|·|6:0}} rope reed seed|pv1=1<br />
|p2={{tile|φ|7:0}} rope reed thread (p)|pv2=12<br />
|p3={{tile|≈|7:0}} rope reed slurry (h)|pv3=2<br />
}}<br />
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4<br />
|p1={{tile|·|0:1}} blade weed seed|pv1=1<br />
|p2={{tile|·|2:0}} emerald dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not Freezing|dry=y|value=1<br />
|p1={{tile|·|4:0}} hide root seed|pv1=1<br />
|p2={{tile|·|6:0}} redroot dye (m)|pv2=10<br />
}}<br />
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not Freezing|dry=y|align=Evil|value=1<br />
|drink=Gutter cruor|drinkv=5<br />
|p1={{tile|·|4:1}} sliver barb seed|pv1=1<br />
|p2={{tile|·|0:1}} sliver dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not Freezing|dry=n|align=Good|value=9<br />
|drink=Sunshine|drinkv=25|eat=y|cook=y<br />
|p1={{tile|·|4:1}} sun berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not Freezing|dry=y|align=Savage|value=1<br />
|drink=Whip wine|drinkv=15|cook=p<br />
|p1={{tile|·|0:1}} whip vine seed|pv1=1<br />
|p2={{tile|·|3:1}} whip vine flour (m)|pv2=25<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot (in unmodded games) as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:<br />
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): at [[quern]] or [[millstone]], using [[milling]].<br />
::*'''b''': process to bag ([[quarry bush]]): at [[farmer's workshop]], using [[plant processing]].<br />
::*'''s''': press paste into oil ([[quarry bush]]): at [[screw press]].<br />
::*'''l''': process to barrel ([[sweet pod]]): at farmer's workshop, using plant processing.<br />
::*'''p''': process plant ([[pig tail]], [[rope reed]]): at farmer's workshop, using plant processing.<br />
::*'''h''': mash plant ([[pig tail]], [[rope reed]]): at quern or millstone, using [[papermaking]].<br />
::*'''v''': process to vial ([[valley herb]]): at farmer's workshop, using plant processing.<br />
::*'''e''': extract plant essence ([[kobold bulb]]): at [[still]], using [[plant gathering]].<br />
<br />
== Garden plants ==<br />
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.<br />
<br />
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.<br />
As a general rule, leaves can only be cooked, buds can be both cooked and brewed. <br />
<br />
{{plant table head}}<br />
{{plant table row|name=Artichoke|tile=:|color=2:0|biome=Temperate Grassland|dry=y|value=2<br />
|drink=Artichoke wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} heart|pv2=2<br />
|p3={{tile|♣|5:0}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Bambara groundnut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:1}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Beet|tile=:|color=4:1|biome=Temperate Grassland|dry=y|value=4<br />
|drink=Beetroot wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Bitter melon|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Caper|tile=:|color=2:0|biome=Any Desert|biome2=Any Grassland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|%|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|%|2:0}} bud|pv4=2<br />
|p5={{tile|·|0:1}} seed|pv5=1<br />
}}<br />
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Carrot wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Cassava|tile=:|color=2:0|biome=Any Tropical|dry=y|value=4<br />
|drink=Cassava beer|drinkv=10|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|7:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Chickpea|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|1:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Cowpea|super=6|tile=:|color=2:1|biome=Tropical Grassland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cucumber|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Eggplant|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|5:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:0}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:0}} bulb|pv2=2<br />
|p3={{tile|ü|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Horned melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|*|6:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Lentil|super=6|tile=:|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Mung bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|7:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|7:1}} bulb|pv2=2<br />
|p3={{tile|♣|7:1}} flower|prv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Parsnip wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|2:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Peanut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:0}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pepper|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Potato|tile=:|color=6:0|biome=Not Freezing|dry=y|value=4<br />
|drink=Potato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Radish wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|4:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Squash|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Sweet potato|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|drink=Sweet potato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Taro|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Tomato|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2<br />
|drink=Tomato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Tomatillo|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|drink=Tomatillo wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Turnip wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Urad bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Watermelon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|o|2:0}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Winter melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|o|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Lesser yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Purple yam|super=6|tile=:|color=5:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=White yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Passion fruit|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|drink=Passion fruit wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|5:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Cranberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|4:0}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Bilberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|1:1}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Blueberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|1:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Blackberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|0:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Raspberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pineapple|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|drink=Pineapple wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> Some products may require processing; see plant page for details.<br />
:<sup>6</sup> These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.<br />
<br />
== Crop plants ==<br />
These plants are defined in the file plant_crops.txt. They grow above ground, in any season.<br />
<br />
{{plant table head}}<br />
{{plant table row|name=Single-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Single-grain wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Two-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Two-grain wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Soft wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Soft wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Hard wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Hard wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Spelt|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Spelt beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Barley|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|drink=Barley wine|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Buckwheat|tile=τ|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2<br />
|drink=Buckwheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Oats|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Alfalfa|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Rye|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|drink=Rye beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Sorghum|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Sorghum beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Rice|tile=τ|color=2:0|biome=Any Tropical|dry=b|value=2<br />
|drink=Rice beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Maize|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Maize beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Quinoa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Quinoa beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|4:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Kaniwa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Kaniwa beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|4:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Bitter vetch|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|%|2:1}} pod|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pendant amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Pendant amaranth beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Blood amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Blood amaranth beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|4:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Purple amaranth|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Purple amaranth beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|5:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Red spinach|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Elephant-head amaranth|super=6|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|6:1}} leaf|pv1=2<br />
|p2={{tile|♣|5:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Pearl millet|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Pearl millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=White millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=White millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Finger millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Finger millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Foxtail millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Foxtail millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Fonio|tile=τ|color=2:0|biome=Tropical Savanna|dry=y|value=2<br />
|drink=Fonio beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Teff|tile=τ|color=2:0|biome=Tropical Grassland|dry=y|value=2<br />
|drink=Teff beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Flax|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|1:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour|pv4=20<br />
|p5={{tile|≈|6:0}} paste (m)|pv5=1<br />
|p6={{tile|≈|6:0}} p. cake (s)|pv6=1<br />
|p7={{tile|≈|6:1}} oil (s)|pv7=5<br />
|p8={{tile|φ|7:0}} thread (p)|pv8=12<br />
|p9={{tile|≈|7:0}} slurry (h)|pv9=2<br />
}}<br />
{{plant table row|name=Jute|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|φ|7:0}} thread (p)|pv4=12<br />
|p5={{tile|≈|7:0}} slurry (h)|pv5=2<br />
}}<br />
{{plant table row|name=Hemp|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour|pv3=20<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Cotton|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|7:1}} seed|pv3=1<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Ramie|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|φ|7:0}} thread (p)|pv3=12<br />
|p4={{tile|≈|7:0}} slurry (h)|pv4=2<br />
}}<br />
{{plant table row|name=Kenaf|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Papyrus sedge|tile=τ|color=2:0|biome=Any Tropical Wetland|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|⌡|6:0}} papyrus|pv4=10<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> Some products may require processing; see plant page for details.<br />
:<sup>6</sup> These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.<br />
<br />
== Best crop to grow ==<br />
There is no "best" crop, but some are clearly superior to others, depending on your needs and available resources.<br />
<br />
===All-purpose===<br />
Many [[dwarf|dwarves]] prefer the humble [[plump helmet]], which can be [[farming|grown]] year-round, [[food|eaten raw]], [[cook|cooked]], or brewed into [[Alcohol|wine]], and many early fortresses rely on the plump helmet crop as a staple of their diet. All above-ground crops are all-seasons as well, the best of which are probably [[sun berry|sun berries]], [[hemp]], and [[whip vine]]s. See the above table summarizing the [[crop]] products, limitations, and values. <br />
<br />
Because of [[siege|occasional above-ground inconveniences]], having an underground [[plump helmet]] farm, or, at least, some [[plump helmet]] seeds, may be useful emergency preparation.<br />
<br />
===Booze===<br />
Four principal seeds available at the beginning of an expedition ([[cave wheat]], [[pig tail]], [[plump helmet]], [[sweet pod]]) all produce underground crops that can be made into [[booze]] worth 10☼. Above ground crops will require you to [[trade]] or [[gather plants|gather]] for [[seed]]s, but the best of them that can be [[farming|farmed]] are [[sun berry|sun berries]], which produce [[sunshine]] worth 25☼.<br />
<br />
Keep in mind that dwarves care more about the diversity of available booze than its [[value]]. <br />
<br />
For quantity, [[cave wheat]] and [[sweet pod]] mature in 42 days, versus 25 for the other crops, so they may yield less alcohol per farm plot. [[Plump helmet]]s mature in 25 days and grow year-round, which may be a good starting point for your [[alcohol]] [[industry]], but exclusive dependence on it will cause [[stress]].<br />
<br />
Rope reeds and pig tails can be made into booze, but you might prefer to use them to make thread.<br />
<br />
===Dye===<br />
There are four [[dye crops]]. Three 20☼ [[dye]] crops: [[blade weed]] and [[sliver barb]] (above ground) and [[dimple cup]]s (underground). [[Hide root]] (above ground) is a 10☼ [[dye]]. Dyeing should be considered a low priority because all it does is change the color of cloth or thread and slightly increase its value. You might not want a dedicated farm to grow dye crops; it can be enough to forage for them with [[plant gathering|herbalism]] or import them from caravans.<br />
<br />
===Food===<br />
In terms of sheer [[Currency|dwarfbuck]]s, [[sweet pod]]s produce the most valuable foodstuff: [[Dwarven syrup]] (100☼). In terms of quantity and value, other good crops are [[quarry bush]]es (which yield 5 quarry bush leaves when processed) and [[whip vine]]s (which can be [[mill]]ed into [[flour|whip vine flour]]). Diversity in meals is also important to dwarves.<br />
<br />
===Thread===<br />
All plant thread is equally valuable (at 2☼ per unit), so the main decision is between a seasonal underground crop ([[pig tail]]s) or one of the year-round [[Textile_industry#Crops|above-ground crops]] ([[cotton]], [[rope reed]]s, [[hemp]], [[flax]], [[jute]], [[ramie]], [[kenaf]]). These plants are also equally useful for [[papermaking|making paper]]. [[Papyrus]] is slightly easier to process if you want to make a lot of paper, but papyrus can't be used for any other purpose and it is only available in some tropical wetlands.<br />
<br />
=== Bugs ===<br />
* Plant handling/processing is incomplete for some crops.{{bug|6940}} This results in plants that, when picked, are inedible because the wrong parts are picked, or where seeds are impossible to pull from the proper plant parts. Large numbers of crops are therefore incapable of being farmed.<br />
<br />
== See also ==<br />
* [[Farming]]<br />
<br />
{{DF2014 plants}}<br />
[[ru:Crop]]</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Mandate&diff=257898Mandate2021-05-06T16:57:06Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Exceptional|11:16, 18 May 2015 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
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]].<br />
<br />
Mandates should not be confused with [[demand]]s.<br />
<br />
Only some nobles make mandates, and the number of mandates that can be active simultaneously varies:<br />
* '''1 mandate:''' [[Baron]], [[Mayor]]<br />
* '''2 mandates:''' [[Count]] <br />
* '''3 mandates:''' [[Duke]] <br />
* '''5 mandates:''' [[Monarch]] <br />
<br />
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.<br />
<br />
The mandates of a noble will end automatically when the noble dies. The 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.<br />
<br />
== Production Mandate ==<br />
<br />
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. <br />
<br />
Getting the required items from a [[caravan]] will not fulfill a mandate. 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. 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 "Mandates: Make floodgates (2/3)", where in this example we have produced one floodgate and still need to produce two more. Once you produce the mandated items, the mandate goes away and nothing special happens to the items. They just go into your inventory, so on the not-outside chance the noble actually requests something useful (like armor, a weapon, or furniture) it's not a total waste.<br />
<br />
In a busy fortress, it's easy to miss the announcement of a production mandate. One way to avoid this is to change the NEW_MANDATE line in [[announcements.txt]] to [NEW_MANDATE:A_D:D_D:P] Another option is using the manager to create a work order for three goods every quarter.<br />
<br />
== Export Bans ==<br />
<br />
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.<br />
<br />
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 "culling on mandates" 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}}<br />
<br />
[[Melt]]ing a banned item also does not violate the restriction.<br />
<br />
== Mandates & preferences ==<br />
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.<br />
<br />
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.<br />
<br />
==Requirements==<br />
<br />
These are the criteria for a noble to issue a mandate{{cite forum|139032/5334341}}:<br />
* Hasn't made a mandate/demand lately<br />
* Isn't dead, hasn't left the map, isn't a projectile, and isn't caged<br />
* Isn't insane (or in the middle of a mood)<br />
* Isn't incapacitated (unconscious, webbed, or paralyzed)<br />
* Isn't nauseated, winded, stunned, dizzy, or feverish<br />
* Isn't bleeding<br />
* Has a soul<br />
* Is a member of your fortress<br />
<br />
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.<br />
<br />
==Bugs==<br />
* A mandate will remain in effect, even after the noble who issued it (a mayor, for example) has been replaced.{{bug|3047}}<br />
<br />
{{Category|Nobles}}<br />
{{Category|Justice}}<br />
[[ru:Mandate]]</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Citizenship&diff=249626Citizenship2020-01-05T19:43:46Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Superior|19:09, 22 August 2016 (UTC)}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
[[Citizenship]] refers to belonging to a specific entity. Being a citizen of a [[civilization]] has many implications, such as adopting that civilization's [[ethic]]s and being hostile to any enemy civilization and other [[name]]d enemies.<br />
<br />
==Fortress mode==<br />
<br />
=== Types of citizens ===<br />
<br />
==== Your dwarves ====<br />
<br />
Your starting seven dwarves and subsequent [[Immigration|migrants]] are always considered citizens of your fort, and your fort's parent civilization. If you [[Emigration|expel]] them, they will lose citizenship of your fort but will retain that of your civ. <br />
<br />
You may also acquire non-dwarven citizens in some special cases, [[DF2014:Citizenship#Risks_and_benefits_of_non-dwarven_citizens|detailed below]].<br />
<br />
==== Visitors ====<br />
<br />
After being granted long-term residency, and after about 2 years in your fort, [[visitor]]s may apply for citizenship, and accepting will allow them to have [[labor]]s in your fort. You will also be able to reassign their [[occupation]]s.<br />
Mercenaries will never apply for citizenship, though it is worth noting that a bard or other visitor-turned-citizen will be able to become a [[militia captain]], effectively enabling all-mercenary squads. <br />
<br />
When a [[visitor]] petitions for citizenship, they will meet up with your [[mayor]]. All pending petitions are listed on the {{k|P}}etition screen with the name and reason of the [[visitor]]. You can then accept or deny the request.<br />
<br />
Once you accept a visitor as a citizen, they will no longer be able to hold a room in a [[tavern]] as a long-term resident, and you will need to provide a [[room]] in the same way you would for a [[dwarf]]. They will accept labors and can be put to work,the same as any dwarves. <br />
<br />
In a [[library]], petitioned citizens will read [[books]] and [[scroll|scrolls]], but cannot make them unless they are [[scholars]].<br />
[[ru:Citizenship]]<br />
<br />
==== Rescued prisoners ====<br />
<br />
If you send [[squad]]s on a rescue/recovery [[mission]] to a foreign site that happens to hold prisoners, your dwarves may free them and bring them back to your fort. These units become citizens of your fort, but their labors can't be changed and are set to whatever [[skill]]s they had. Like visitors, rescued prisoners can be from any race.<br />
<br />
==== Tamed sentients ====<br />
<br />
You may acquire citizens by [[Animal training#Taming intelligent creatures|training]] sentient creatures that are trainable (i.e. have {{token|PET}} or {{token|PET_EXOTIC}}). Currently, this only concerns [[gremlin]]s. Pet sentients are subject to all sorts of weird behavior, which eventually disappears when they apply for citizenship after 2 years like visitors. However, they still need to be trained, and your animal trainer may die of thirst trying to follow around your pet as it goes to its various errands if you aren't careful. Note that any offspring that you train as children will become fully tame, as with any other animal, and won't need training.<br />
<br />
=== Risks and benefits of non-dwarven citizens ===<br />
<br />
Multiracial forts have a number of benefits, but also carry risk due to the inherent differences between your dwarves and other races. There are some things to watch out for:<br />
*Non-dwarf citizens may want to pray to their own deity, not the dwarven pantheon. They will be able to if you have a temple not dedicated to any specific [[deity]].<br />
*The different [[Value|values]] of other creatures may cause negative [[thought]]s, or even [[grudge]]s, if arguments happen (can occur as part of the socialise task); or if, for example, an [[elf]] is asked to chop down a [[tree]].<br />
*Non-dwarves don't handle alcohol really well; this may result in brawls and various degrees of alcohol poisoning.<br />
*If a visitor happens to be from one of the various [[animal people]] races, some traits carried over from the animal species can be... interesting. Some tags, such as {{token|CURIOUSBEAST_GUZZLER}}, {{token|CURIOUSBEAST_EATER}}, {{token|CURIOUSBEAST_ITEM}}, {{token|MEANDERER}} may result in [[fun|unexpected]] behaviour.<br />
*Many need different sized clothing. Elves can wear the same clothes as dwarves, but humans need larger clothes and goblins need smaller. You can specify the size of clothing made.<br />
<br />
On the other hand:<br />
*Non-dwarves don't suffer from [[cave adaptation]], nor are they [[alcohol]] dependent (except for those hardened by trauma who "don't really care about anything anymore"). You can freely send them outside and they won't drink as much booze (make sure you have a clean water supply set up if you haven't already).<br />
*If you have any [[elves]], they are {{token|AT_PEACE_WITH_WILDLIFE}} and are thus perfectly suited for outdoor tasks (except [[hunting]]).<br />
*Some races have intrinsic abilities, e.g. [[gremlin]]s have natural [[ambusher]] skill and will hunt alongside your hunters.<br />
*Some races have a different attribute distribution. Humans are considered to be average at everything. In comparison, dwarves are a little stronger and tougher but less agile. Elves have naturally high agility and so they would be good at jobs that require moving around a lot, like Shearing, Herbalism, or Milking.<br />
*Some animal people races may have truly awesome perks, such as special abilities (like web walking) or immunities (to pain, stunning, dizziness, etc.), making them a good choice for your army. The rule of thumb is: if the animal in question has the perk, the citizen probably has it, too. Unfortunately having visitors other than dwarves, elves, humans, and goblins is rare.<br />
<br />
== In Adventure mode ==<br />
<br />
During character creation, you may choose to become a citizen of one of the civilizations you'll start the game in (except if you choose to be an Outsider). As such, you will have access to all the knowledge acquired by that civilization: music/poetry/dance forms, bestiary, location of [[site]]s as well as a portion of the world map, and so on. Choosing one's starting civilization is therefore not a trivial choice.<br />
<br />
== With DFHack ==<br />
Through an ardent use of [[DFHack]]'s <code>tweak makeown</code> you can turn ''any'' sentient creature into a citizen of your fort. [[:Category:DF2014:Learns|The possibilities are limitless]]. This may have side effects though, depending on whom you use this on. The base requirements for the creature to be considered a citizen appear to be {{token|CAN_LEARN|c}} + {{token|CAN_SPEAK|c}}. After using the cheat, the target will start behaving like a long-term resident of your fortress, and will petition for full citizenship after two years, otherwise to reassign their [[labor]]s you'd have to use utilities like <code>gui/gm-editor</code> if you don't want to wait that long.</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Vermin&diff=245714Vermin2019-07-16T17:21:11Z<p>Bouchart: </p>
<hr />
<div>{{av}}{{Quality|Exceptional|22:00, 9 June 2010 (UTC)}}<br />
{{catbox}}<br />
<br />
'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see, and also the type of [[fish]] which are caught by [[fisherdwarf|fisherdwarves]]. They are below 2 kg (4 lb) in size, much smaller than [[cat]]s. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. The main distinctions between vermin and creatures are that vermin:<br />
# Do not attack and cannot be engaged in [[combat]] or trigger [[trap]]s, save those specifically made to trap them;<br />
# Do not usually provide [[meat]] or [[bone]]s. Exceptions are the [[creepy crawler]], which can be butchered and the [[purring maggot]] which can be milked;<br />
# Do not breed, but "spawn", spontaneously appearing in their natural environment or [[biome]]. Some types of vermin are inexhaustible and will always be able to spawn, regardless of how many are killed or captured;<br />
# Are sometimes "[[hateable]]", meaning dwarves can have an anti-[[preference]] which gives them a negative [[thought]] when they see the hated vermin.<br />
<br />
Vermin can be problematic, as many types feed on [[stockpile]]s, thus making it more difficult to keep enough [[food]] and [[alcohol|drink]] to survive. Some species can even cause food to rot ''faster'' when left outside of a [[barrel]] or [[large pot]]. Vermin can be hunted by [[cat]]s and [[peregrine falcon]]s to reduce this problem, though the [[remains]] will still need to be [[Activity zone#Garbage Dump|removed]]. Cats and falcons can be [[pasture]]d at the relevant stockpiles to further reduce the problem.<br />
<br />
Vermin can, however, be captured in [[animal trap]]s, and can be trained as [[pet]]s. A few captured vermin can be used to produce [[extract]]s using a glass [[vial]] and the [[animal dissector]] labor. Captured [[purring maggot]]s can also be [[milk]]ed at a farmer's workshop.<br />
<br />
Dwarves will eat vermin if no [[food]] source is available, resulting in an unhappy [[thought]].<br />
<br />
==Reading the Table==<br />
{{CreatureCurrent table head}}<br />
|}<br />
The above columns indicate, in order:<br />
<br />
*'''Tile:''' The symbol assigned to the vermin, how you will see it without a graphic set.<br />
*'''Name:''' The name of the vermin as it shows up in-game.<br />
*'''Playable:''' Whether the vermin is playable in any of the game modes. As of now, no vermin are playable.<br />
*'''Hostile:''' Whether the vermin is hostile to the player. As of now, no vermin are hostile to dwarves.<br />
*'''Food Source:''' If "Yes" then the vermin can be turned into food when processed in a [[fishery]].<br />
*'''Adult Body Size:''' The average size of the vermin when an adult. This can be anywhere from 1 for a [[fly]] to 2,000 for a [[fox squirrel]]. More or less equals the creature's weight in grams.<br />
*'''Pet Value:''' This is the value the vermin can be bought and sold for as a [[pet]] during [[trading]].<br />
*'''Biome:''' Where the vermin can be found.<br />
*'''Features:''' Any special features the vermin possesses, these can include alignment and special properties. The value after 'Eater' indicates the vermin's [[Creature_token#PENETRATEPOWER|container penetration value]].<br />
<br />
==Vermin==<br />
{{CreatureCurrent table head}}<br />
{{CreatureCurrent table row|name=[[Acorn fly]]|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=20|value=0|biome=Any pool|note=Savage}}<br />
{{CreatureCurrent table row|name=[[Anchovy]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Anole]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=10|biome=Any tropical forest|note=}}<br />
{{CreatureCurrent table row|name=[[Ant]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Axolotl]]|symbol=∙|color=5:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Tropical saltwater, brackish and freshwater lakes|note=}}<br />
{{CreatureCurrent table row|name=[[Banded knifefish]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical freshwater lakes and rivers|note=}}<br />
{{CreatureCurrent table row|name=[[Bark scorpion]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=3|value=0|biome=Tropical grasslands, savannas, shrublands, coniferous forests and any desert|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Bat]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Not freezing, subterranean chasms|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Bat ray]]|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Beetle]]|symbol=·|color=4:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Black bullhead]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish and freshwater lakes|note=}}<br />
{{CreatureCurrent table row|name=[[Blood gnat]]|symbol=·|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=Hateable, evil, rots food}}<br />
{{CreatureCurrent table row|name=[[Blue jay]]|symbol=∙|color=1:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}<br />
{{CreatureCurrent table row|name=[[Brook lamprey]]|symbol=~|color=3:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical saltwater, brackish and freshwater lakes, tropical oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Brown bullhead]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=}}<br />
{{CreatureCurrent table row|name=[[Brown recluse spider]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Temperate broadleaf forests|note=Hateable, produces [[web]]}}<br />
{{CreatureCurrent table row|name=[[Bumblebee]]|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Bushtit]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=5|value=30|biome=Any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Cap hopper]]|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}<br />
{{CreatureCurrent table row|name=[[Cardinal]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}<br />
{{CreatureCurrent table row|name=[[Cave fish]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=1000|value=0|biome=Subterranean water|note=}}<br />
{{CreatureCurrent table row|name=[[Cave lobster]]|symbol=¥|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=600|value=0|biome=Subterranean water|note=}}<br />
{{CreatureCurrent table row|name=[[Cave spider]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=50|value=0|biome=Subterranean water and chasm|note=Hateable, produces web}}<br />
{{CreatureCurrent table row|name=[[Cave swallow]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Subterranean chasm|note=}}<br />
{{CreatureCurrent table row|name=[[Chameleon]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Any tropical forest, tropical shrublands and savannas, any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Char]]|symbol=α|color=0:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=}}<br />
{{CreatureCurrent table row|name=[[Chipmunk]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Clown loach]]|symbol=α|color=6:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish and freshwater lakes|note=}}<br />
{{CreatureCurrent table row|name=[[Clownfish]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Cockatiel]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any desert, temperate grasslands|note=}}<br />
{{CreatureCurrent table row|name=[[Creepy crawler]]|symbol=*|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=20|biome=Underground chasm|note=Evil, rots food}}<br />
{{CreatureCurrent table row|name=[[Crow]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Temperate forests, grasslands, savannas, shrublands and wetlands, taiga|note=}}<br />
{{CreatureCurrent table row|name=[[Cuttlefish]]|symbol=♂|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=10|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Damselfly]]|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Demon rat]]|symbol=∙|color=4:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Not freezing|note=Evil, Eater 3}}<br />
{{CreatureCurrent table row|name=[[Dragonfly]]|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=}}<br />
{{CreatureCurrent table row|name=[[Fairy]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=All except pools, rivers, and underground|note=Good, [[fanciful]]}}<br />
{{CreatureCurrent table row|name=[[Fire snake]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Subterranean lava|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Firefly]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Flounder]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Fluffy wambler]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=2000|value=20|biome=Any land|note=Good, Eater 1}}<br />
{{CreatureCurrent table row|name=[[Fly]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Flying squirrel]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Fox squirrel]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=2000|value=100|biome=Any temperate forest|note=Savage}}<br />
{{CreatureCurrent table row|name=[[Glasseye]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Grackle]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Temperate grasslands and savannas|note=}}<br />
{{CreatureCurrent table row|name=[[Grasshopper]]|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Gray squirrel]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Green tree frog]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Temperate freshwater lakes, pools, swamps and marshes|note=}}<br />
{{CreatureCurrent table row|name=[[Guppy]]|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes and rivers|note=}}<br />
{{CreatureCurrent table row|name=[[Hagfish]]|symbol=~|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Hake]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Hamster]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Not freezing|note=Hateable, Eater 2}}<br />
{{CreatureCurrent table row|name=[[Hedgehog]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=800|value=10|biome=Temperate shrublands and savannas|note=}}<br />
{{CreatureCurrent table row|name=[[Herring]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Honey bee]]|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=1|biome=Not freezing|note=Usable for [[beekeeping industry]]}}<br />
{{CreatureCurrent table row|name=[[Jumping spider]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Knuckle worm]]|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=1000|value=100|biome=Not freezing|note=Evil}}<br />
{{CreatureCurrent table row|name=[[Large roach]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=5|biome=Not freezing|note=Hateable, Eater 2}}<br />
{{CreatureCurrent table row|name=[[Leech]]|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any lake and pool|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Leopard gecko]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=50|value=10|biome=Any desert|note=}}<br />
{{CreatureCurrent table row|name=[[Lion tamarin]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=620|value=10|biome=Tropical moist broadleaf forests|note=}}<br />
{{CreatureCurrent table row|name=[[Lizard]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Not freezing|note=Hateable, Eater 1}}<br />
{{CreatureCurrent table row|name=[[Lorikeet]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Tropical moist broadleaf forests, mangrove swamps|note=}}<br />
{{CreatureCurrent table row|name=[[Louse]]|symbol=·|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Lungfish]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes, rivers and pools|note=}}<br />
{{CreatureCurrent table row|name=[[Mackerel]]|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Magpie]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Temperate grasslands, savannas and shrublands|note=}}<br />
{{CreatureCurrent table row|name=[[Mantis]]|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Masked lovebird]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any tropical forest|note=}}<br />
{{CreatureCurrent table row|name=[[Moghopper]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Any pool|note=Savage, only usable creature for [[fish dissector]]s}}<br />
{{CreatureCurrent table row|name=[[Monarch butterfly]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Moon snail]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Mosquito]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Moth]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Mussel]]|symbol=m|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean, lake and river|note=Hateable, shell source}}<br />
{{CreatureCurrent table row|name=[[Nautilus]]|symbol=♂|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any ocean|note=shell source}}<br />
{{CreatureCurrent table row|name=[[Olm]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}<br />
{{CreatureCurrent table row|name=[[Oriole]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Temperate broadleaf forests|note=}}<br />
{{CreatureCurrent table row|name=[[Oyster]]|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=Hateable, shell source}}<br />
{{CreatureCurrent table row|name=[[Parakeet]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Tropical grasslands, savannas, shrublands and forests|note=}}<br />
{{CreatureCurrent table row|name=[[Peach-faced lovebird]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=60|value=30|biome=Temperate grasslands, savannas, shrublands and broadleaf forests|note=}}<br />
{{CreatureCurrent table row|name=[[Perch]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=}}<br />
{{CreatureCurrent table row|name=[[Phantom spider]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=500|value=0|biome=Temperate and tropical forests|note=Evil, produces web}}<br />
{{CreatureCurrent table row|name=[[Pixie]]|symbol=·|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=10|biome=All except pools, rivers, and underground|note=Good, fanciful}}<br />
{{CreatureCurrent table row|name=[[Pond turtle]]|symbol=☼|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any pool|note=shell source}}<br />
{{CreatureCurrent table row|name=[[Purring maggot]]|symbol={|color=7:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Underground chasm|note=Hateable, produces [[milk]]}}<br />
{{CreatureCurrent table row|name=[[Rainbow trout]]|symbol=α|color=2:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=}}<br />
{{CreatureCurrent table row|name=[[Rat]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Not freezing|note=Hateable, Eater 2}}<br />
{{CreatureCurrent table row|name=[[Red squirrel]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}<br />
{{CreatureCurrent table row|name=[[Red-winged blackbird]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate salwater and freshwater marshes|note=}}<br />
{{CreatureCurrent table row|name=[[Sailfin molly]]|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, rivers and pools|note=}}<br />
{{CreatureCurrent table row|name=[[Salmon]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Sea nettle jellyfish]]|symbol=Ω|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Seahorse]]|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Shad]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Skink]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Any desert, temperate and tropical|note=}}<br />
{{CreatureCurrent table row|name=[[Slug]]|symbol=~|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Snail]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Sole]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and arctic oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Sparrow]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=30|value=30|biome=Any grassland, savanna, shrubland, temperate and tropical forest, desert and wetland|note=}}<br />
{{CreatureCurrent table row|name=[[Spotted ratfish]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Squid]]|symbol=♂|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=}}<br />
{{CreatureCurrent table row|name=[[Steelhead trout]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Termite]]|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Thornback ray]]|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Thrips]]|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Tick]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}<br />
{{CreatureCurrent table row|name=[[Toad]]|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any pool|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Two-legged rhino lizard]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1000|value=20|biome=Any land|note=Savage, Eater 2}}<br />
{{CreatureCurrent table row|name=[[White-spotted puffer]]|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=}}<br />
{{CreatureCurrent table row|name=[[Worm]]|symbol=~|color=7:0:0|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any temperate, any tropical, taiga|note=Hateable}}<br />
{{CreatureCurrent table row|name=[[Wren]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Any grassland, savanna, shrubland, forest, desert and wetland|note=}}<br />
{{CreatureCurrent table row|name=[[Yellow bullhead]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=}}<br />
|}<br />
<br />
Note: All vermin with 0 value in above table don't have the [PET_VALUE:#] tag.<br />
<br />
{{Translation<br />
| dwarven = bomik<br />
| elvish = nirica<br />
| goblin = otod<br />
| human = strilu<br />
}}<br />
<br />
{{Vermin}}<br />
{{Category|Vermin|0}}<br />
<br />
[[ru:DF2012:Vermin]]</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Crop&diff=241348Crop2019-05-13T01:42:26Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Exceptional|23:05, 8 April 2015 (UTC)}}<br />
{{av}}{{buggy}}<br />
:''(This article is about crop plants. If you want information about trees, see [[Tree]].)''<br />
{{catbox|DF2014:Plants}}<br />
<br />
'''Crops''' are [[plant]]s that can be [[farming|farmed]], traded for, or acquired by [[plant gathering]]. Farming happens at [[farm plot]]s. There are two types of crops: [[aboveground]] and subterranean. The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). There is a limit of 200 seeds per type (adjustable in [[d_init.txt]]), after which no additional seeds will be produced.<br />
<br />
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note "4", below.) <br />
<br />
Most plants can be brewed into [[alcohol]], each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products (their seeds may be edible, though). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.<br />
<br />
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s), since dwarves will happily carry entire pots of seeds across the map to pick up a single seed, leading to cancellation spam and irregular planting.<br />
<br />
== Standard Plants ==<br />
These are the plants defined in the file plant_standard.txt. Standard plants have been changed very little from the previous version; tiles and colors have been upgraded, and brewing, pressing and processing plants to bags have been re-implemented as reactions, which means these options will be unavailable in the workshop if materials are missing.<br />
<br />
<!-- default template (see Template:Plant_table_row for more details)<br />
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=<br />
|drink=|drinkv=|eat=|cook=<br />
|p1=|pv1=<br />
}}<br />
--><br />
{{plant table head}}<br />
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|4:1}} plump helmet spawn|pv1=1<br />
}}<br />
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons3||1|1|}}|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven ale|drinkv=10<br />
|p1={{tile|·|0:1}} pig tail seed|pv1=1<br />
|p2={{tile|φ|7:0}} pig tail thread (p)|pv2=12<br />
|p3={{tile|≈|7:0}} pig tail slurry (h)|pv3=2<br />
}}<br />
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons3||1|1|}}|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven beer|drinkv=10|cook=p<br />
|p1={{tile|·|6:0}} cave wheat seed|pv1=1<br />
|p2={{tile|·|7:1}} dwarven wheat flour (m)|pv2=20<br />
}}<br />
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons3|1|1||}}|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven rum|drinkv=10|cook=p<br />
|p1={{tile|·|2:1}} sweet pod seed|pv1=1<br />
|p2={{tile|·|6:0}} dwarven sugar (m)|pv2=20<br />
|p3={{tile|≈|6:0}} dwarven syrup (l)|pv3=100<sup>1</sup><br />
}}<br />
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons3|1|1|1|}}|biome=Wet Cavern|dry=b|value=4<br />
|cook=p<br />
|p1={{tile|♠|7:0}} quarry bush leaf (b)|pv1=50<sup>1</sup><br />
|p2={{tile|·|7:1}} rock nut|pv2=1<br />
|p3={{tile|≈|6:0}} rock nut paste (m)|pv3=1<br />
|p4={{tile|≈|6:0}} rock nut press cake (s)|pv4=1<br />
|p5={{tile|≈|6:1}} rock nut oil (s)|pv5=5<br />
}}<br />
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Wet Cavern|dry=b|value=4<br />
|p1={{tile|·|5:1}} dimple cup spawn|pv1=1<br />
|p2={{tile|·|1:1}} dimple dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Muck root|tile=τ|color=0:1|biome=Any Wetland|dry=n|value=1<br />
|drink=Swamp whiskey|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|6:0}} muck root seed|pv1=1<br />
}}<br />
{{plant table row|name=Bloated tuber|tile=Φ|color=6:0|biome=Any Wetland|dry=y|value=2<br />
|drink=Tuber beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|0:1}} bloated tuber seed|pv1=1<br />
}}<br />
{{plant table row|name=Kobold bulb|super=4|tile=Φ|color=0:1|biome=Any Wetland|dry=n|value=5<br />
|p1={{tile|≈|7:1}} [[gnomeblight]] (e)|pv1=500<sup>1</sup><br />
}}<br />
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not Freezing|dry=y|value=1<br />
|drink=Prickle berry wine|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|2:0}} prickle berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Strawberry|tile=:|color=4:0|biome=Not Freezing|dry=y|value=4<br />
|drink=Strawberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|%|4:1}} strawberry fruit|pv1=1<br />
|p2={{tile|:|4:0}} strawberry plant|pv2=1<br />
|p3={{tile|·|0:1}} strawberry seed|pv2=1<br />
}}<br />
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not Freezing|dry=y|value=4<br />
|drink=Longland beer|drinkv=10|cook=p<br />
|p1={{tile|·|6:0}} longland grass seed|pv1=1<br />
|p2={{tile|·|7:1}} longland flour (m)|pv2=20<br />
}}<br />
{{plant table row|name=Valley herb|super=4|tile=ÿ|color=2:1|seasons={{seasons3|1|||}}|biome=Temperate Grassland|dry=y|value=10<br />
|cook=y<br />
|p1={{tile|≈|6:1}} [[golden salve]] (v)|pv1=500<sup>1</sup><br />
}}<br />
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not Freezing|dry=n|value=1<br />
|drink=Sewer brew|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|0:1}} rat weed seed|pv1=1<br />
}}<br />
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not Freezing|dry=n|value=4<br />
|drink=Fisher berry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|0:1}} fisher berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not Freezing|dry=n|value=4<br />
|drink=River spirits|drinkv=10<br />
|p1={{tile|·|6:0}} rope reed seed|pv1=1<br />
|p2={{tile|φ|7:0}} rope reed thread (p)|pv2=12<br />
|p3={{tile|≈|7:0}} rope reed slurry (h)|pv3=2<br />
}}<br />
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4<br />
|p1={{tile|·|0:1}} blade weed seed|pv1=1<br />
|p2={{tile|·|2:0}} emerald dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not Freezing|dry=y|value=1<br />
|p1={{tile|·|4:0}} hide root seed|pv1=1<br />
|p2={{tile|·|6:0}} redroot dye (m)|pv2=10<br />
}}<br />
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not Freezing|dry=y|align=Evil|value=1<br />
|drink=Gutter cruor|drinkv=5<br />
|p1={{tile|·|4:1}} sliver barb seed|pv1=1<br />
|p2={{tile|·|0:1}} sliver dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not Freezing|dry=n|align=Good|value=9<br />
|drink=Sunshine|drinkv=25|eat=y|cook=y<br />
|p1={{tile|·|4:1}} sun berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not Freezing|dry=y|align=Savage|value=1<br />
|drink=Whip wine|drinkv=15|cook=p<br />
|p1={{tile|·|0:1}} whip vine seed|pv1=1<br />
|p2={{tile|·|3:1}} whip vine flour (m)|pv2=25<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:<br />
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): At [[quern]] or [[millstone]], using [[milling]].<br />
::*'''b''': process to bag ([[quarry bush]]): At [[farmer's workshop]], using [[plant processing]].<br />
::*'''s''': press paste into oil ([[quarry bush]]): At [[screw press]].<br />
::*'''l''': process to barrel ([[sweet pod]]): At farmer's workshop, using plant processing.<br />
::*'''p''': process plant ([[pig tail]], [[rope reed]]): At farmer's workshop, using plant processing.<br />
::*'''h''': mash plant ([[pig tail]], [[rope reed]]): At quern or millstone, using [[papermaking]].<br />
::*'''v''': process to vial ([[valley herb]]): At farmer's workshop, using plant processing.<br />
::*'''e''': extract plant essence ([[kobold bulb]]): At [[still]], using [[plant gathering]].<br />
<br />
== Garden Plants ==<br />
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.<br />
<br />
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.<br />
As a general rule, leaves can be only cooked, buds can be both cooked and brewed. <br />
<br />
{{plant table head}}<br />
{{plant table row|name=Artichoke|tile=:|color=2:0|biome=Temperate Grassland|dry=y|value=2<br />
|drink=Artichoke wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} heart|pv2=2<br />
|p3={{tile|♣|5:0}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Bambara groundnut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:1}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=String bean|super=6|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Broad bean|super=6|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Beet|tile=:|color=4:1|biome=Temperate Grassland|dry=y|value=4<br />
|drink=Beetroot wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Bitter melon|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Caper|tile=:|color=2:0|biome=Any Desert|biome2=Any Grassland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|%|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|%|2:0}} bud|pv4=2<br />
|p5={{tile|·|0:1}} seed|pv5=1<br />
}}<br />
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Carrot wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Cassava|tile=:|color=2:0|biome=Any Tropical|dry=y|value=4<br />
|drink=Cassava beer|drinkv=10|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|7:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Chickpea|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|1:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Cowpea|super=6|tile=:|color=2:1|biome=Tropical Grassland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cucumber|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Eggplant|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|5:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:0}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:0}} bulb|pv2=2<br />
|p3={{tile|ü|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Horned melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|*|6:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Lentil|super=6|tile=:|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Mung bean|super=6|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|7:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|7:1}} bulb|pv2=2<br />
|p3={{tile|♣|7:1}} flower|prv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Parsnip wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|2:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Peanut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:0}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pepper|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Potato|tile=:|color=6:0|biome=Not Freezing|dry=y|value=4<br />
|drink=Potato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Radish wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|4:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p2={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Squash|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Sweet potato|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|drink=Sweet potato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Taro|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Tomato|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2<br />
|drink=Tomato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Tomatillo|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|drink=Tomatillo wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Turnip wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Urad bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Watermelon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|o|2:0}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Winter melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|o|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Lesser yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Purple yam|super=6|tile=:|color=5:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=White yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Passion fruit|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|drink=Passion fruit wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|5:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Cranberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|4:0}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Bilberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|1:1}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Blueberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|1:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Blackberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|0:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Raspberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv2=<br />
|p2={{tile|%|4:1}} fruit|pv3=2<br />
|p3={{tile|♣|5:1}} flower|pv4=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pineapple|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|drink=Pineapple wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> Some products may require processing; see plant page for details.<br />
:<sup>6</sup> These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.<br />
<br />
== Crop Plants ==<br />
These plants are defined in the file plant_crops.txt. They grow above ground, in any season.<br />
<br />
{{plant table head}}<br />
{{plant table row|name=Single-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Single-grain wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Two-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Two-grain wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Soft wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Soft wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Hard wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Hard wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Spelt|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Spelt beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Barley|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|drink=Barley wine|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Buckwheat|tile=τ|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2<br />
|drink=Buckwheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Oats|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Alfalfa|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Rye|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|drink=Rye beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Sorghum|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Sorghum beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Rice|tile=τ|color=2:0|biome=Any Tropical|dry=b|value=2<br />
|drink=Rice beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Maize|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Maize beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Quinoa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Quinoa beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|4:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Kaniwa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Kaniwa beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|4:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Bitter vetch|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|%|2:1}} pod|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pendant amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Pendant amaranth beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Blood amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Blood amaranth beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|4:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Purple amaranth|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Purple amaranth beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|5:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=10<br />
}}<br />
{{plant table row|name=Red spinach|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Elephant-head amaranth|super=6|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|6:1}} leaf|pv1=2<br />
|p2={{tile|♣|5:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Pearl millet|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Pearl millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=White millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=White millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Finger millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Finger millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Foxtail millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Foxtail millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Fonio|tile=τ|color=2:0|biome=Tropical Savanna|dry=y|value=2<br />
|drink=Fonio beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Teff|tile=τ|color=2:0|biome=Tropical Grassland|dry=y|value=2<br />
|drink=Teff beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Flax|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|1:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour|pv4=20<br />
|p5={{tile|≈|6:0}} paste (m)|pv5=1<br />
|p6={{tile|≈|6:0}} p. cake (s)|pv6=1<br />
|p7={{tile|≈|6:1}} oil (s)|pv7=5<br />
|p8={{tile|φ|7:0}} thread (p)|pv8=12<br />
|p9={{tile|≈|7:0}} slurry (h)|pv9=2<br />
}}<br />
{{plant table row|name=Jute|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|φ|7:0}} thread (p)|pv4=12<br />
|p5={{tile|≈|7:0}} slurry (h)|pv5=2<br />
}}<br />
{{plant table row|name=Hemp|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour|pv3=20<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Cotton|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|7:1}} seed|pv3=1<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Ramie|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|φ|7:0}} thread (p)|pv3=12<br />
|p4={{tile|≈|7:0}} slurry (h)|pv4=2<br />
}}<br />
{{plant table row|name=Kenaf|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Papyrus sedge|tile=τ|color=2:0|biome=Any Tropical Wetland|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|⌡|6:0}} papyrus|pv4=10<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> Some products may require processing; see plant page for details.<br />
:<sup>6</sup> These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.<br />
<br />
== Best crop to grow ==<br />
There is no "best" crop, but some are clearly superior to others, depending on your needs and available resources.<br />
<br />
===All-purpose===<br />
Many [[dwarf|dwarves]] prefer the humble [[plump helmet]], which can be [[farming|grown]] year-round, [[food|eaten raw]], [[cook|cooked]], or brewed into [[Alcohol|wine]], and many early fortresses rely on the plump helmet crop as a staple of their diet. All above-ground crops are all-seasons as well, the best of which are probably [[sun berry|sun berries]], [[hemp]], and [[whip vine]]s. See the above table summarizing the [[crop]] products, limitations, and values. <br />
<br />
Because of [[siege|occasional above-ground inconveniences]], having an underground [[plump helmet]] farm, or, at least, some [[plump helmet]] seeds, may be useful emergency preparation.<br />
<br />
===Booze===<br />
Four principal seeds available at the beginning of an expedition ([[cave wheat]], [[pig tail]], [[plump helmet]], [[sweet pod]]) all produce underground crops that can be made into [[booze]] worth 10☼. Above ground crops will require you to [[trade]] or [[gather plants|gather]] for [[seed]]s, but the best of them that can be [[farming|farmed]] are [[sun berry|sun berries]], which produce [[sunshine]] worth 25☼.<br />
<br />
Keep in mind that dwarves care more about the diversity of available booze than its [[value]]. <br />
<br />
For quantity, [[cave wheat]] and [[sweet pod]] mature in 42 days, vice 25 for the other crops, so they may yield less alcohol per farm plot. [[Plump helmet]]s mature in 25 days and grow year round, which may be a good starting point for your [[alcohol]] [[industry]], but exclusive dependence on it will cause [[stress]].<br />
<br />
===Dye===<br />
There are four [[dye crops]]. Three 20☼ [[dye]] crops: [[blade weed]] and [[sliver barb]] (above ground) and [[dimple cup]]s (underground). [[Hide root]] (above ground) is a 10☼ [[dye]]. Dyeing should be considered a low priority because all it does is change the color of cloth or thread and slightly increase its value. You might not want a dedicated farm to grow dye crops; it can be enough to forage for them with [[plant gathering|herbalism]] or import them from caravans.<br />
<br />
===Food===<br />
In terms of sheer [[Currency|dwarfbuck]]s, [[sweet pod]]s produce the most valuable foodstuff: [[Dwarven syrup]] (100☼). In terms of quantity and value, other good crops are [[quarry bush]]es (which yield 5 quarry bush leaves when processed) and [[whip vine]]s (which can be [[mill]]ed into [[flour|whip vine flour]]). Diversity in meals is also important to dwarves.<br />
<br />
===Thread===<br />
All plant thread is equally valuable (at 2☼ per unit), so the main decision is between a seasonal underground crop ([[pig tail]]s) or one of the year-round above-ground crops ([[cotton]], [[rope reed]]s, [[hemp]], [[flax]], [[jute]], [[ramie]], [[kenaf]]). These plants are also equally useful for [[papermaking|making paper]]. [[Papyrus]] is slightly easier to process if you want to make a lot of paper, but papyrus can't be used for any other purpose and it is only available in some tropical wetlands.<br />
<br />
=== Bugs ===<br />
* Plant handling/processing is incomplete for some crops.{{bug|6940}} This results in plants that, when picked, are inedible because the wrong parts are picked, or where seeds are impossible to pull from the proper plant parts. Large numbers of crops are therefore incapable of being farmed.<br />
<br />
== See also ==<br />
* [[Farming]]<br />
<br />
{{DF2014 plants}}<br />
[[ru:Crop]]</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Crop&diff=239178Crop2019-01-25T15:12:29Z<p>Bouchart: /* Dye */</p>
<hr />
<div>{{Quality|Exceptional|23:05, 8 April 2015 (UTC)}}<br />
{{av}}{{buggy}}<br />
:''(This article is about crop plants. If you want information about trees, see [[Tree]].)''<br />
{{catbox|DF2014:Plants}}<br />
<br />
'''Crops''' are [[plant]]s that can be [[farming|farmed]], traded for, or acquired by [[plant gathering]]. Farming happens at [[farm plot]]s. There are two types of crops: [[aboveground]] and subterranean. The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). There is a limit of 200 seeds per type (adjustable in [[d_init.txt]]), after which no additional seeds will be produced.<br />
<br />
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note "4", below.) <br />
<br />
Most plants can be brewed into [[alcohol]], each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products (their seeds may be edible, though). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.<br />
<br />
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s), since dwarves will happily carry entire pots of seeds across the map to pick up a single seed, leading to cancellation spam and irregular planting.<br />
<br />
== Standard Plants ==<br />
These are the plants defined in the file plant_standard.txt. Standard plants have been changed very little from the previous version; tiles and colors have been upgraded, and brewing, pressing and processing plants to bags have been re-implemented as reactions, which means these options will be unavailable in the workshop if materials are missing.<br />
<br />
<!-- default template (see Template:Plant_table_row for more details)<br />
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=<br />
|drink=|drinkv=|eat=|cook=<br />
|p1=|pv1=<br />
}}<br />
--><br />
{{plant table head}}<br />
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|4:1}} plump helmet spawn|pv1=1<br />
}}<br />
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons3||1|1|}}|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven ale|drinkv=10<br />
|p1={{tile|·|0:1}} pig tail seed|pv1=1<br />
|p2={{tile|φ|7:0}} pig tail thread (p)|pv2=12<br />
|p3={{tile|≈|7:0}} pig tail slurry (h)|pv3=2<br />
}}<br />
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons3||1|1|}}|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven beer|drinkv=10|cook=p<br />
|p1={{tile|·|6:0}} cave wheat seed|pv1=1<br />
|p2={{tile|·|7:1}} dwarven wheat flour (m)|pv2=20<br />
}}<br />
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons3|1|1||}}|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven rum|drinkv=10|cook=p<br />
|p1={{tile|·|2:1}} sweet pod seed|pv1=1<br />
|p2={{tile|·|6:0}} dwarven sugar (m)|pv2=20<br />
|p3={{tile|≈|6:0}} dwarven syrup (l)|pv3=100<sup>1</sup><br />
}}<br />
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons3|1|1|1|}}|biome=Wet Cavern|dry=b|value=4<br />
|cook=p<br />
|p1={{tile|♠|7:0}} quarry bush leaf (b)|pv1=50<sup>1</sup><br />
|p2={{tile|·|7:1}} rock nut|pv2=1<br />
|p3={{tile|≈|6:0}} rock nut paste (m)|pv3=1<br />
|p4={{tile|≈|6:0}} rock nut press cake (s)|pv4=1<br />
|p5={{tile|≈|6:1}} rock nut oil (s)|pv5=5<br />
}}<br />
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Wet Cavern|dry=b|value=4<br />
|p1={{tile|·|5:1}} dimple cup spawn|pv1=1<br />
|p2={{tile|·|1:1}} dimple dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Muck root|tile=τ|color=0:1|biome=Any Wetland|dry=n|value=1<br />
|drink=Swamp whiskey|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|6:0}} muck root seed|pv1=1<br />
}}<br />
{{plant table row|name=Bloated tuber|tile=Φ|color=6:0|biome=Any Wetland|dry=y|value=2<br />
|drink=Tuber beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|0:1}} bloated tuber seed|pv1=1<br />
}}<br />
{{plant table row|name=Kobold bulb|super=4|tile=Φ|color=0:1|biome=Any Wetland|dry=n|value=5<br />
|p1={{tile|≈|7:1}} [[gnomeblight]] (e)|pv1=500<sup>1</sup><br />
}}<br />
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not Freezing|dry=y|value=1<br />
|drink=Prickle berry wine|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|2:0}} prickle berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Strawberry|tile=:|color=4:0|biome=Not Freezing|dry=y|value=4<br />
|drink=Strawberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|%|4:1}} strawberry fruit|pv1=1<br />
|p2={{tile|:|4:0}} strawberry plant|pv2=1<br />
|p3={{tile|·|0:1}} strawberry seed|pv2=1<br />
}}<br />
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not Freezing|dry=y|value=4<br />
|drink=Longland beer|drinkv=10|cook=p<br />
|p1={{tile|·|6:0}} longland grass seed|pv1=1<br />
|p2={{tile|·|7:1}} longland flour (m)|pv2=20<br />
}}<br />
{{plant table row|name=Valley herb|super=4|tile=ÿ|color=2:1|seasons={{seasons3|1|||}}|biome=Temperate Grassland|dry=y|value=10<br />
|cook=y<br />
|p1={{tile|≈|6:1}} [[golden salve]] (v)|pv1=500<sup>1</sup><br />
}}<br />
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not Freezing|dry=n|value=1<br />
|drink=Sewer brew|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|0:1}} rat weed seed|pv1=1<br />
}}<br />
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not Freezing|dry=n|value=4<br />
|drink=Fisher berry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|0:1}} fisher berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not Freezing|dry=n|value=4<br />
|drink=River spirits|drinkv=10<br />
|p1={{tile|·|6:0}} rope reed seed|pv1=1<br />
|p2={{tile|φ|7:0}} rope reed thread (p)|pv2=12<br />
|p3={{tile|≈|7:0}} rope reed slurry (h)|pv3=2<br />
}}<br />
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4<br />
|p1={{tile|·|0:1}} blade weed seed|pv1=1<br />
|p2={{tile|·|2:0}} emerald dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not Freezing|dry=y|value=1<br />
|p1={{tile|·|4:0}} hide root seed|pv1=1<br />
|p2={{tile|·|6:0}} redroot dye (m)|pv2=10<br />
}}<br />
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not Freezing|dry=y|align=Evil|value=1<br />
|drink=Gutter cruor|drinkv=5<br />
|p1={{tile|·|4:1}} sliver barb seed|pv1=1<br />
|p2={{tile|·|0:1}} sliver dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not Freezing|dry=n|align=Good|value=9<br />
|drink=Sunshine|drinkv=25|eat=y|cook=y<br />
|p1={{tile|·|4:1}} sun berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not Freezing|dry=y|align=Savage|value=1<br />
|drink=Whip wine|drinkv=15|cook=p<br />
|p1={{tile|·|0:1}} whip vine seed|pv1=1<br />
|p2={{tile|·|3:1}} whip vine flour (m)|pv2=25<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:<br />
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): At [[quern]] or [[millstone]], using [[milling]].<br />
::*'''b''': process to bag ([[quarry bush]]): At [[farmer's workshop]], using [[plant processing]].<br />
::*'''s''': press paste into oil ([[quarry bush]]): At [[screw press]].<br />
::*'''l''': process to barrel ([[sweet pod]]): At farmer's workshop, using plant processing.<br />
::*'''p''': process plant ([[pig tail]], [[rope reed]]): At farmer's workshop, using plant processing.<br />
::*'''h''': mash plant ([[pig tail]], [[rope reed]]): At quern or millstone, using [[papermaking]].<br />
::*'''v''': process to vial ([[valley herb]]): At farmer's workshop, using plant processing.<br />
::*'''e''': extract plant essence ([[kobold bulb]]): At [[still]], using [[plant gathering]].<br />
<br />
== Garden Plants ==<br />
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.<br />
<br />
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.<br />
As a general rule, leaves can be only cooked, buds can be both cooked and brewed. <br />
<br />
{{plant table head}}<br />
{{plant table row|name=Artichoke|tile=:|color=2:0|biome=Temperate Grassland|dry=y|value=2<br />
|drink=Artichoke wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} heart|pv2=2<br />
|p3={{tile|♣|5:0}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Bambara groundnut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:1}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=String bean|super=6|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Broad bean|super=6|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Beet|tile=:|color=4:1|biome=Temperate Grassland|dry=y|value=4<br />
|drink=Beetroot wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Bitter melon|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Caper|tile=:|color=2:0|biome=Any Desert|biome2=Any Grassland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|%|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|%|2:0}} bud|pv4=2<br />
|p5={{tile|·|0:1}} seed|pv5=1<br />
}}<br />
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Carrot wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Cassava|tile=:|color=2:0|biome=Any Tropical|dry=y|value=4<br />
|drink=Cassava beer|drinkv=10|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|7:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Chickpea|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|1:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Cowpea|super=6|tile=:|color=2:1|biome=Tropical Grassland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cucumber|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Eggplant|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|5:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:0}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:0}} bulb|pv2=2<br />
|p3={{tile|ü|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Horned melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|*|6:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Lentil|super=6|tile=:|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Mung bean|super=6|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|7:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|7:1}} bulb|pv2=2<br />
|p3={{tile|♣|7:1}} flower|prv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Parsnip wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|2:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Peanut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:0}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pepper|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Potato|tile=:|color=6:0|biome=Not Freezing|dry=y|value=4<br />
|drink=Potato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Radish wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|4:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p2={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Squash|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Sweet potato|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|drink=Sweet potato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Taro|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Tomato|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2<br />
|drink=Tomato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Tomatillo|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|drink=Tomatillo wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Turnip wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Urad bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Watermelon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|o|2:0}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Winter melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|o|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Lesser yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Purple yam|super=6|tile=:|color=5:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=White yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Passion fruit|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|drink=Passion fruit wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|5:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Cranberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|4:0}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Bilberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|1:1}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Blueberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|1:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Blackberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|0:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Raspberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv2=<br />
|p2={{tile|%|4:1}} fruit|pv3=2<br />
|p3={{tile|♣|5:1}} flower|pv4=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pineapple|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|drink=Pineapple wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> Some products may require processing; see plant page for details.<br />
:<sup>6</sup> These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.<br />
<br />
== Crop Plants ==<br />
These plants are defined in the file plant_crops.txt. They grow above ground, in any season.<br />
<br />
{{plant table head}}<br />
{{plant table row|name=Single-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Single-grain wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Two-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Two-grain wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Soft wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Soft wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Hard wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Hard wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Spelt|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Spelt beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Barley|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|drink=Barley wine|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Buckwheat|tile=τ|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2<br />
|drink=Buckwheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Oats|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Alfalfa|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Rye|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|drink=Rye beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Sorghum|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Sorghum beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Rice|tile=τ|color=2:0|biome=Any Tropical|dry=b|value=2<br />
|drink=Rice beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Maize|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Maize beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Quinoa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Quinoa beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|4:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Kaniwa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Kaniwa beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|4:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Bitter vetch|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|%|2:1}} pod|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pendant amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Pendant amaranth beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Blood amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Blood amaranth beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|4:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Purple amaranth|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Purple amaranth beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|5:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=10<br />
}}<br />
{{plant table row|name=Red spinach|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Elephant-head amaranth|super=6|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|6:1}} leaf|pv1=2<br />
|p2={{tile|♣|5:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Pearl millet|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Pearl millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=White millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=White millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Finger millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Finger millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Foxtail millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Foxtail millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Fonio|tile=τ|color=2:0|biome=Tropical Savanna|dry=y|value=2<br />
|drink=Fonio beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Teff|tile=τ|color=2:0|biome=Tropical Grassland|dry=y|value=2<br />
|drink=Teff beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Flax|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|1:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour|pv4=20<br />
|p5={{tile|≈|6:0}} paste (m)|pv5=1<br />
|p6={{tile|≈|6:0}} p. cake (s)|pv6=1<br />
|p7={{tile|≈|6:1}} oil (s)|pv7=5<br />
|p8={{tile|φ|7:0}} thread (p)|pv8=12<br />
|p9={{tile|≈|7:0}} slurry (h)|pv9=2<br />
}}<br />
{{plant table row|name=Jute|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|φ|7:0}} thread (p)|pv4=12<br />
|p5={{tile|≈|7:0}} slurry (h)|pv5=2<br />
}}<br />
{{plant table row|name=Hemp|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour|pv3=20<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Cotton|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|7:1}} seed|pv3=1<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Ramie|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|φ|7:0}} thread (p)|pv3=12<br />
|p4={{tile|≈|7:0}} slurry (h)|pv4=2<br />
}}<br />
{{plant table row|name=Kenaf|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Papyrus sedge|tile=τ|color=2:0|biome=Any Tropical Wetland|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|⌡|6:0}} papyrus|pv4=10<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> Some products may require processing; see plant page for details.<br />
:<sup>6</sup> These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.<br />
<br />
== Best crop to grow ==<br />
There is no "best" crop, but some are clearly superior to others, depending on your needs and available resources.<br />
<br />
===All-purpose===<br />
Many [[dwarf|dwarves]] prefer the humble [[plump helmet]], which can be [[farming|grown]] year-round, [[food|eaten raw]], [[cook|cooked]], or brewed into [[Alcohol|wine]], and many early fortresses rely on the plump helmet crop as a staple of their diet. All above-ground crops are all-seasons as well, the best of which are probably [[sun berry|sun berries]], [[hemp]], and [[whip vine]]s. See the above table summarizing the [[crop]] products, limitations, and values. <br />
<br />
Because of [[siege|occasional above-ground inconveniences]], having an underground [[plump helmet]] farm, or, at least, some [[plump helmet]] seeds, may be useful emergency preparation.<br />
<br />
===Booze===<br />
Four principal seeds available at the beginning of an expedition ([[cave wheat]], [[pig tail]], [[plump helmet]], [[sweet pod]]) all produce underground crops that can be made into [[booze]] worth 10☼. Above ground crops will require you to [[trade]] or [[gather plants|gather]] for [[seed]]s, but the best of them that can be [[farming|farmed]] are [[sun berry|sun berries]], which produce [[sunshine]] worth 25☼.<br />
<br />
Keep in mind that dwarves care more about the diversity of available booze than its [[value]]. <br />
<br />
For quantity, [[cave wheat]] and [[sweet pod]] mature in 42 days, vice 25 for the other crops, so they may yield less alcohol per farm plot. [[Plump helmet]]s mature in 25 days and grow year round, which may be a good starting point for your [[alcohol]] [[industry]], but exclusive dependence on it will cause [[stress]].<br />
<br />
===Dye===<br />
There are four [[dye crops]]. Three 20☼ [[dye]] crops: [[blade weed]] and [[sliver barb]] (above ground) and [[dimple cup]]s (underground). [[Hide root]] (above ground) is a 10☼ [[dye]]. Dyeing should be considered a low priority because all it does is change the color of cloth or thread and slightly increase its value. You might not want a dedicated farm to grow dye crops; it can be enough to forage for them with [[herbalism]] or import them from caravans.<br />
<br />
===Food===<br />
In terms of sheer [[Currency|dwarfbuck]]s, [[sweet pod]]s produce the most valuable foodstuff: [[Dwarven syrup]] (100☼). In terms of quantity and value, other good crops are [[quarry bush]]es (which yield 5 quarry bush leaves when processed) and [[whip vine]]s (which can be [[mill]]ed into [[flour|whip vine flour]]). Diversity in meals is also important to dwarves.<br />
<br />
===Thread===<br />
All plant thread is equally valuable (at 2☼ per unit), so the main decision is between a seasonal underground crop ([[pig tail]]s) or one of the year-round above-ground crops ([[cotton]], [[rope reed]]s, [[hemp]], [[flax]], [[jute]], [[ramie]], [[kenaf]]).<br />
<br />
=== Bugs ===<br />
* Plant handling/processing is incomplete for some crops.{{bug|6940}} This results in plants that, when picked, are inedible because the wrong parts are picked, or where seeds are impossible to pull from the proper plant parts. Large numbers of crops are therefore incapable of being farmed.<br />
<br />
== See also ==<br />
* [[Farming]]<br />
<br />
{{DF2014 plants}}<br />
[[ru:Crop]]</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Crop&diff=239177Crop2019-01-25T15:10:57Z<p>Bouchart: /* Dye */</p>
<hr />
<div>{{Quality|Exceptional|23:05, 8 April 2015 (UTC)}}<br />
{{av}}{{buggy}}<br />
:''(This article is about crop plants. If you want information about trees, see [[Tree]].)''<br />
{{catbox|DF2014:Plants}}<br />
<br />
'''Crops''' are [[plant]]s that can be [[farming|farmed]], traded for, or acquired by [[plant gathering]]. Farming happens at [[farm plot]]s. There are two types of crops: [[aboveground]] and subterranean. The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). There is a limit of 200 seeds per type (adjustable in [[d_init.txt]]), after which no additional seeds will be produced.<br />
<br />
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note "4", below.) <br />
<br />
Most plants can be brewed into [[alcohol]], each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products (their seeds may be edible, though). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.<br />
<br />
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s), since dwarves will happily carry entire pots of seeds across the map to pick up a single seed, leading to cancellation spam and irregular planting.<br />
<br />
== Standard Plants ==<br />
These are the plants defined in the file plant_standard.txt. Standard plants have been changed very little from the previous version; tiles and colors have been upgraded, and brewing, pressing and processing plants to bags have been re-implemented as reactions, which means these options will be unavailable in the workshop if materials are missing.<br />
<br />
<!-- default template (see Template:Plant_table_row for more details)<br />
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=<br />
|drink=|drinkv=|eat=|cook=<br />
|p1=|pv1=<br />
}}<br />
--><br />
{{plant table head}}<br />
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|4:1}} plump helmet spawn|pv1=1<br />
}}<br />
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons3||1|1|}}|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven ale|drinkv=10<br />
|p1={{tile|·|0:1}} pig tail seed|pv1=1<br />
|p2={{tile|φ|7:0}} pig tail thread (p)|pv2=12<br />
|p3={{tile|≈|7:0}} pig tail slurry (h)|pv3=2<br />
}}<br />
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons3||1|1|}}|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven beer|drinkv=10|cook=p<br />
|p1={{tile|·|6:0}} cave wheat seed|pv1=1<br />
|p2={{tile|·|7:1}} dwarven wheat flour (m)|pv2=20<br />
}}<br />
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons3|1|1||}}|biome=Wet Cavern|dry=b|value=4<br />
|drink=Dwarven rum|drinkv=10|cook=p<br />
|p1={{tile|·|2:1}} sweet pod seed|pv1=1<br />
|p2={{tile|·|6:0}} dwarven sugar (m)|pv2=20<br />
|p3={{tile|≈|6:0}} dwarven syrup (l)|pv3=100<sup>1</sup><br />
}}<br />
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons3|1|1|1|}}|biome=Wet Cavern|dry=b|value=4<br />
|cook=p<br />
|p1={{tile|♠|7:0}} quarry bush leaf (b)|pv1=50<sup>1</sup><br />
|p2={{tile|·|7:1}} rock nut|pv2=1<br />
|p3={{tile|≈|6:0}} rock nut paste (m)|pv3=1<br />
|p4={{tile|≈|6:0}} rock nut press cake (s)|pv4=1<br />
|p5={{tile|≈|6:1}} rock nut oil (s)|pv5=5<br />
}}<br />
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Wet Cavern|dry=b|value=4<br />
|p1={{tile|·|5:1}} dimple cup spawn|pv1=1<br />
|p2={{tile|·|1:1}} dimple dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Muck root|tile=τ|color=0:1|biome=Any Wetland|dry=n|value=1<br />
|drink=Swamp whiskey|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|6:0}} muck root seed|pv1=1<br />
}}<br />
{{plant table row|name=Bloated tuber|tile=Φ|color=6:0|biome=Any Wetland|dry=y|value=2<br />
|drink=Tuber beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|0:1}} bloated tuber seed|pv1=1<br />
}}<br />
{{plant table row|name=Kobold bulb|super=4|tile=Φ|color=0:1|biome=Any Wetland|dry=n|value=5<br />
|p1={{tile|≈|7:1}} [[gnomeblight]] (e)|pv1=500<sup>1</sup><br />
}}<br />
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not Freezing|dry=y|value=1<br />
|drink=Prickle berry wine|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|2:0}} prickle berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Strawberry|tile=:|color=4:0|biome=Not Freezing|dry=y|value=4<br />
|drink=Strawberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|%|4:1}} strawberry fruit|pv1=1<br />
|p2={{tile|:|4:0}} strawberry plant|pv2=1<br />
|p3={{tile|·|0:1}} strawberry seed|pv2=1<br />
}}<br />
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not Freezing|dry=y|value=4<br />
|drink=Longland beer|drinkv=10|cook=p<br />
|p1={{tile|·|6:0}} longland grass seed|pv1=1<br />
|p2={{tile|·|7:1}} longland flour (m)|pv2=20<br />
}}<br />
{{plant table row|name=Valley herb|super=4|tile=ÿ|color=2:1|seasons={{seasons3|1|||}}|biome=Temperate Grassland|dry=y|value=10<br />
|cook=y<br />
|p1={{tile|≈|6:1}} [[golden salve]] (v)|pv1=500<sup>1</sup><br />
}}<br />
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not Freezing|dry=n|value=1<br />
|drink=Sewer brew|drinkv=5|eat=y|cook=y<br />
|p1={{tile|·|0:1}} rat weed seed|pv1=1<br />
}}<br />
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not Freezing|dry=n|value=4<br />
|drink=Fisher berry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|·|0:1}} fisher berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not Freezing|dry=n|value=4<br />
|drink=River spirits|drinkv=10<br />
|p1={{tile|·|6:0}} rope reed seed|pv1=1<br />
|p2={{tile|φ|7:0}} rope reed thread (p)|pv2=12<br />
|p3={{tile|≈|7:0}} rope reed slurry (h)|pv3=2<br />
}}<br />
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4<br />
|p1={{tile|·|0:1}} blade weed seed|pv1=1<br />
|p2={{tile|·|2:0}} emerald dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not Freezing|dry=y|value=1<br />
|p1={{tile|·|4:0}} hide root seed|pv1=1<br />
|p2={{tile|·|6:0}} redroot dye (m)|pv2=10<br />
}}<br />
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not Freezing|dry=y|align=Evil|value=1<br />
|drink=Gutter cruor|drinkv=5<br />
|p1={{tile|·|4:1}} sliver barb seed|pv1=1<br />
|p2={{tile|·|0:1}} sliver dye (m)|pv2=20<br />
}}<br />
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not Freezing|dry=n|align=Good|value=9<br />
|drink=Sunshine|drinkv=25|eat=y|cook=y<br />
|p1={{tile|·|4:1}} sun berry seed|pv1=1<br />
}}<br />
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not Freezing|dry=y|align=Savage|value=1<br />
|drink=Whip wine|drinkv=15|cook=p<br />
|p1={{tile|·|0:1}} whip vine seed|pv1=1<br />
|p2={{tile|·|3:1}} whip vine flour (m)|pv2=25<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:<br />
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): At [[quern]] or [[millstone]], using [[milling]].<br />
::*'''b''': process to bag ([[quarry bush]]): At [[farmer's workshop]], using [[plant processing]].<br />
::*'''s''': press paste into oil ([[quarry bush]]): At [[screw press]].<br />
::*'''l''': process to barrel ([[sweet pod]]): At farmer's workshop, using plant processing.<br />
::*'''p''': process plant ([[pig tail]], [[rope reed]]): At farmer's workshop, using plant processing.<br />
::*'''h''': mash plant ([[pig tail]], [[rope reed]]): At quern or millstone, using [[papermaking]].<br />
::*'''v''': process to vial ([[valley herb]]): At farmer's workshop, using plant processing.<br />
::*'''e''': extract plant essence ([[kobold bulb]]): At [[still]], using [[plant gathering]].<br />
<br />
== Garden Plants ==<br />
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.<br />
<br />
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.<br />
As a general rule, leaves can be only cooked, buds can be both cooked and brewed. <br />
<br />
{{plant table head}}<br />
{{plant table row|name=Artichoke|tile=:|color=2:0|biome=Temperate Grassland|dry=y|value=2<br />
|drink=Artichoke wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} heart|pv2=2<br />
|p3={{tile|♣|5:0}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Bambara groundnut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:1}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=String bean|super=6|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Broad bean|super=6|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Beet|tile=:|color=4:1|biome=Temperate Grassland|dry=y|value=4<br />
|drink=Beetroot wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Bitter melon|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Caper|tile=:|color=2:0|biome=Any Desert|biome2=Any Grassland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|%|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|%|2:0}} bud|pv4=2<br />
|p5={{tile|·|0:1}} seed|pv5=1<br />
}}<br />
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Carrot wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Cassava|tile=:|color=2:0|biome=Any Tropical|dry=y|value=4<br />
|drink=Cassava beer|drinkv=10|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|7:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Chickpea|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|1:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Cowpea|super=6|tile=:|color=2:1|biome=Tropical Grassland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cucumber|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Eggplant|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|5:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:0}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:0}} bulb|pv2=2<br />
|p3={{tile|ü|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Horned melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|*|6:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Lentil|super=6|tile=:|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Mung bean|super=6|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|7:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|7:1}} bulb|pv2=2<br />
|p3={{tile|♣|7:1}} flower|prv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Parsnip wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|2:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Peanut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:0}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pepper|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Potato|tile=:|color=6:0|biome=Not Freezing|dry=y|value=4<br />
|drink=Potato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Radish wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|4:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|7:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p2={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Squash|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Sweet potato|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|drink=Sweet potato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Taro|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Tomato|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2<br />
|drink=Tomato wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Tomatillo|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2<br />
|drink=Tomatillo wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|7:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4<br />
|drink=Turnip wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Urad bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=Seed<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} pod|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|2:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Watermelon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|o|2:0}} fruit|pv2=<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Winter melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|o|2:0}} fruit|pv2=2<br />
|p3={{tile|♣|6:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Lesser yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Purple yam|super=6|tile=:|color=5:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=White yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4<br />
|eat=n|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Passion fruit|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|drink=Passion fruit wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|4:1}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|5:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Cranberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|2:1}} fruit|pv2=2<br />
|p3={{tile|♣|4:0}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Bilberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|1:1}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2<br />
|drink=Blueberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|1:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Blackberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|0:1}} fruit|pv2=2<br />
|p3={{tile|♣|7:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2<br />
|drink=Raspberry wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv2=<br />
|p2={{tile|%|4:1}} fruit|pv3=2<br />
|p3={{tile|♣|5:1}} flower|pv4=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pineapple|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2<br />
|drink=Pineapple wine|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|%|6:0}} fruit|pv2=2<br />
|p3={{tile|♣|5:1}} flower|pv3=<br />
|p4={{tile|·|0:1}} seed|pv4=1<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> Some products may require processing; see plant page for details.<br />
:<sup>6</sup> These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.<br />
<br />
== Crop Plants ==<br />
These plants are defined in the file plant_crops.txt. They grow above ground, in any season.<br />
<br />
{{plant table head}}<br />
{{plant table row|name=Single-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Single-grain wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Two-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Two-grain wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Soft wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Soft wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Hard wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Hard wheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Spelt|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Spelt beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Barley|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|drink=Barley wine|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Buckwheat|tile=τ|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2<br />
|drink=Buckwheat beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Oats|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Alfalfa|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Rye|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|drink=Rye beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Sorghum|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|drink=Sorghum beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Rice|tile=τ|color=2:0|biome=Any Tropical|dry=b|value=2<br />
|drink=Rice beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Maize|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Maize beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Quinoa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Quinoa beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|4:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Kaniwa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Kaniwa beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|4:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Bitter vetch|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|%|2:1}} pod|pv3=<br />
|p4={{tile|·|6:0}} seed|pv4=1<br />
}}<br />
{{plant table row|name=Pendant amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Pendant amaranth beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|5:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Blood amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Blood amaranth beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|4:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=20<br />
}}<br />
{{plant table row|name=Purple amaranth|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Purple amaranth beer|drinkv=10|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|5:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour (m)|pv4=10<br />
}}<br />
{{plant table row|name=Red spinach|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|2:0}} leaf|pv1=2<br />
|p2={{tile|♣|2:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Elephant-head amaranth|super=6|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=y|cook=y<br />
|p1={{tile|♠|6:1}} leaf|pv1=2<br />
|p2={{tile|♣|5:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
}}<br />
{{plant table row|name=Pearl millet|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|drink=Pearl millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=White millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=White millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Finger millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Finger millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Foxtail millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|drink=Foxtail millet beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|7:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Fonio|tile=τ|color=2:0|biome=Tropical Savanna|dry=y|value=2<br />
|drink=Fonio beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Teff|tile=τ|color=2:0|biome=Tropical Grassland|dry=y|value=2<br />
|drink=Teff beer|drinkv=10|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|6:0}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour (m)|pv3=20<br />
}}<br />
{{plant table row|name=Flax|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|1:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|·|7:1}} flour|pv4=20<br />
|p5={{tile|≈|6:0}} paste (m)|pv5=1<br />
|p6={{tile|≈|6:0}} p. cake (s)|pv6=1<br />
|p7={{tile|≈|6:1}} oil (s)|pv7=5<br />
|p8={{tile|φ|7:0}} thread (p)|pv8=12<br />
|p9={{tile|≈|7:0}} slurry (h)|pv9=2<br />
}}<br />
{{plant table row|name=Jute|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|φ|7:0}} thread (p)|pv4=12<br />
|p5={{tile|≈|7:0}} slurry (h)|pv5=2<br />
}}<br />
{{plant table row|name=Hemp|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|·|7:1}} flour|pv3=20<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Cotton|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:1}} flower|pv2=<br />
|p3={{tile|·|7:1}} seed|pv3=1<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Ramie|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|·|0:1}} seed|pv2=1<br />
|p3={{tile|φ|7:0}} thread (p)|pv3=12<br />
|p4={{tile|≈|7:0}} slurry (h)|pv4=2<br />
}}<br />
{{plant table row|name=Kenaf|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2<br />
|eat=n|cook=p<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|7:1}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|≈|6:0}} paste (m)|pv4=1<br />
|p5={{tile|≈|6:0}} p. cake (s)|pv5=1<br />
|p6={{tile|≈|6:1}} oil (s)|pv6=5<br />
|p7={{tile|φ|7:0}} thread (p)|pv7=12<br />
|p8={{tile|≈|7:0}} slurry (h)|pv8=2<br />
}}<br />
{{plant table row|name=Papyrus sedge|tile=τ|color=2:0|biome=Any Tropical Wetland|dry=y|value=2<br />
|eat=n|cook=n<br />
|p1={{tile|♠|2:0}} leaf|pv1=<br />
|p2={{tile|♣|6:0}} flower|pv2=<br />
|p3={{tile|·|0:1}} seed|pv3=1<br />
|p4={{tile|⌡|6:0}} papyrus|pv4=10<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single plant.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.<br />
:<sup>3</sup> These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see "products" column for process product.<br />
:<sup>4</sup> These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.<br />
:<sup>5</sup> Some products may require processing; see plant page for details.<br />
:<sup>6</sup> These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.<br />
<br />
== Best crop to grow ==<br />
There is no "best" crop, but some are clearly superior to others, depending on your needs and available resources.<br />
<br />
===All-purpose===<br />
Many [[dwarf|dwarves]] prefer the humble [[plump helmet]], which can be [[farming|grown]] year-round, [[food|eaten raw]], [[cook|cooked]], or brewed into [[Alcohol|wine]], and many early fortresses rely on the plump helmet crop as a staple of their diet. All above-ground crops are all-seasons as well, the best of which are probably [[sun berry|sun berries]], [[hemp]], and [[whip vine]]s. See the above table summarizing the [[crop]] products, limitations, and values. <br />
<br />
Because of [[siege|occasional above-ground inconveniences]], having an underground [[plump helmet]] farm, or, at least, some [[plump helmet]] seeds, may be useful emergency preparation.<br />
<br />
===Booze===<br />
Four principal seeds available at the beginning of an expedition ([[cave wheat]], [[pig tail]], [[plump helmet]], [[sweet pod]]) all produce underground crops that can be made into [[booze]] worth 10☼. Above ground crops will require you to [[trade]] or [[gather plants|gather]] for [[seed]]s, but the best of them that can be [[farming|farmed]] are [[sun berry|sun berries]], which produce [[sunshine]] worth 25☼.<br />
<br />
Keep in mind that dwarves care more about the diversity of available booze than its [[value]]. <br />
<br />
For quantity, [[cave wheat]] and [[sweet pod]] mature in 42 days, vice 25 for the other crops, so they may yield less alcohol per farm plot. [[Plump helmet]]s mature in 25 days and grow year round, which may be a good starting point for your [[alcohol]] [[industry]], but exclusive dependence on it will cause [[stress]].<br />
<br />
===Dye===<br />
There are four [[dye crops]]. Three 20☼ [[dye]] crops: [[blade weed]] and [[sliver barb]] (above ground) and [[dimple cup]]s (underground). [[Hide root]] (above ground) is a 10☼ [[dye]]. Dyeing should be considered a low priority because all it does is change the color of cloth or thread and slightly increase its value.<br />
<br />
===Food===<br />
In terms of sheer [[Currency|dwarfbuck]]s, [[sweet pod]]s produce the most valuable foodstuff: [[Dwarven syrup]] (100☼). In terms of quantity and value, other good crops are [[quarry bush]]es (which yield 5 quarry bush leaves when processed) and [[whip vine]]s (which can be [[mill]]ed into [[flour|whip vine flour]]). Diversity in meals is also important to dwarves.<br />
<br />
===Thread===<br />
All plant thread is equally valuable (at 2☼ per unit), so the main decision is between a seasonal underground crop ([[pig tail]]s) or one of the year-round above-ground crops ([[cotton]], [[rope reed]]s, [[hemp]], [[flax]], [[jute]], [[ramie]], [[kenaf]]).<br />
<br />
=== Bugs ===<br />
* Plant handling/processing is incomplete for some crops.{{bug|6940}} This results in plants that, when picked, are inedible because the wrong parts are picked, or where seeds are impossible to pull from the proper plant parts. Large numbers of crops are therefore incapable of being farmed.<br />
<br />
== See also ==<br />
* [[Farming]]<br />
<br />
{{DF2014 plants}}<br />
[[ru:Crop]]</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Helmet_snake&diff=239057Helmet snake2019-01-19T14:41:55Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Fine|07:04, 7 July 2010 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=no<br />
|contrib=no<br />
|bone=4<br />
|skull=1<br />
|meat=4<br />
|skin=scale<br />
|brain=1<br />
|kidney=2<br />
|spleen=1<br />
|sweetbread=1<br />
|tripe=1<br />
|liver=1<br />
|intestines=1<br />
|heart=1<br />
|lung=2<br />
|fat=4<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Helmet snakes''' are [[creature]]s who inhabit the first and second layer of the [[cavern]]s. They spawn individually and slither the underground, attacking anything smaller than themselves; they continuously grow through their entire lives, with the oldest snakes being nearly as heavy as a fully grown [[dwarf]], and they may attempt to take a bite out of one if provoked. Helmet snakes are distinct for their extremely potent [[Syndrome|venom]], which causes nausea, bruising, bleeding, fever, dizziness, swelling, oozing and even necrosis on those it bites{{cite talk|v0.34 talk:Helmet snake#Bite symptoms}}. Without proper protection, a helmet snake can very easily kill a dwarf.<br />
<br />
Helmet snakes can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s. They are born adults and can't be rendered fully tame. A female trained snake can be placed in a [[nest box]], where it'll lay a quite large amount of [[egg]]s, or either gender can be [[butcher]]ed for a significant amount of returns (note the returns noted to the right represent a fully grown snake, younger ones will yield less). Products made of helmet snake parts are [[Item value|worth]] twice more than those made of common domestic animals. You may also try and use them for [[fortress defense]] - you can very easily cripple a [[goblin]] if your snake hits a bite attack, though the invader's armor and dodging skills may help them shrug it off, in addition to putting your pet in mortal danger. <br />
<br />
You can sometimes get Helmet Snakes by raiding sites occupied by Kobolds.<br />
<br />
Unlike most creatures, helmet snakes can't be spawned in the [[object testing arena]].<br />
<br />
Some dwarves [[Preferences|like]] helmet snakes for their ''impressive heads''.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&diff=236270Keeping your dwarves unstressed2018-07-02T00:23:07Z<p>Bouchart: /* Fortress Improvements */</p>
<hr />
<div>{{Quality|Fine|12:20, 1 February 2015 (UTC)}}<br />
{{av}}<br />
<br />
Some tips on how to keep your [[Dwarf|dwarves]] [[stress]]-free, thus reducing the chances of [[tantrum]]s, [[depression]]s and [[oblivious]]ness:<br />
<br />
==Specific Dwarves==<br />
* Using a tool such as [[Utilities#Dwarf Therapist|Dwarf Therapist]], you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences and assign the dwarves jobs that match their preferences, and build stuff they like especially in their rooms.<br />
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as [[nobles]]. You will have to remove them from these duties and in extreme cases isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a "vacation" or demote them for example from a Captain to a mere soldier. Also don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.<br />
* Dwarves who have to go outside for extended periods of time (like [[Fisherdwarf|fisherdwarves]] who work near the local [[lake]] or [[river]]) become stressed due to constant exposure to [[rain]] and long periods away from fun and their friends. You can give these workers their own little vacation by disabling their labors and letting them spend some time inside at the [[tavern]] until they regain their composure. Let an unstressed dwarf take care of the job for a while.<br />
<br />
==Food and Drink==<br />
* Make the community [[dining room]] your non-[[noble]] dwarves dine in high [[room#quality|quality]]. You can increase its quality by making the room bigger, putting in more [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[furniture]] like [[gold]] [[statue]]s.<br />
* [[Embark]] with or train up a [[cook]], so your dwarves can enjoy high [[quality]] [[food|meals]].<br />
* Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.<br />
** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.<br />
** Try to have all different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.<br />
<br />
==Living Quarters==<br />
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]]. Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own. Even a minimalist bedroom - a 1x1 grid containing only a bed, within a communal dormitory - helps significantly.<br />
* Give then a bedroom to sleep in anyway, as dwarves do not enjoy sleeping on the ground.<br />
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as coffers.<br />
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself. This way dwarves can keep an eye on each other and still have their own rooms.<br />
** Overlapping the bedrooms will reduce the overall value of each "room" but a high enough overall room value can overcome this.<br />
** You can also make the shared suites large enough that the bedroom designations do not overlap.<br />
** Overlapping won't create an additional reduction in value after a certain point; it is quite easy to give everyone a royal-bedroom this way.<br />
* Make the Noble’s rooms better than other rooms. They have the insane ability to tell if the peasantry has slept better than them and it makes them unhappy.<br />
<br />
==Fortress Improvements==<br />
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort, since dwarves get a positive thought if they pass right next to or over expensive furniture.<br />
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight. If the dwarves who need to work outside aren't already regularly exposed to sunlight, put some combination of these high traffic areas on the surface:<br />
** [[activity zone#Meeting Area|Meeting area]] or [[sculpture garden|Statue garden]] - Won't catch dwarves that never idle.<br />
** [[Dining room]] - Will need to ensure nobles that have private dining rooms have another means.<br />
** [[Booze]] stockpile - Requires a custom stockpile but otherwise very reliable.<br />
** Note that dwarves don't like to be out in rain or snow, regardless. Build a roof to protect them from it.<br />
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]]. [[Pasture]] some in with your food stockpiles. Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped. Alternatively, use a [[trapper]] or two.<br />
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.<br />
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the dwarven caravan.<br />
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].<br />
** You can raid sites for tame animals. Elven, goblin, and kobold sites often have exotic creatures.<br />
* Create a [[waterfall]] or [[mist|mist generator]] in a location all dwarves frequent regularly.<br />
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.<br />
* Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that dwarves do not see dead bodies, especially those of sentient creatures.<br />
<br />
==Miscellaneous==<br />
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.<br />
* If a dwarf dies, [[coffin|bury him]] or [[memorial|engrave a memorial in his name]]. This will prevent even more stress for his friends, and [[ghost]]s to haunt your dwarves or your FPS.<br />
* [[Pasture]] all dwarf [[pet]]s somewhere safe. Wandering pets are likely to die from goblins or construction accidents.<br />
* Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan. Otherwise every destroyed masterpiece sock will stress its creator.<br />
* Be careful with cooking masterpiece dishes. Dwarves tend to drop their ☼dog intestines roast☼ somewhere, and if it withers the cook becomes agitated. <br />
{{Category|Thoughts}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=List_of_creatures_by_pet_value&diff=236253List of creatures by pet value2018-06-30T18:22:08Z<p>Bouchart: </p>
<hr />
<div>{{av}}<br />
To arrange the list, click on any column. Click again on that column to arrange in reverse.<br />
<br />
[[#end of list|jump to bottom]]<br />
<span id="top of list"> </span><br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!'''Creature'''<br />
!'''Pet value'''<br />
!'''Notes'''<br />
|-<br />
| [[Honey bee]]<br />
| 1<br />
| [[Beekeeping industry]]<br />
|-<br />
| [[Cavy]]<br />
| 3<br />
| Domestic animal<br />
|-<br />
| [[Chinchilla]]<br />
| 3<br />
| <br />
|-<br />
| [[Rabbit]]<br />
| 3<br />
| Domestic animal<br />
|-<br />
| [[Large roach]]<br />
| 5<br />
| <br />
|-<br />
| [[Albatross]]<br />
| 10<br />
| <br />
|-<br />
| [[Anole]]<br />
| 10<br />
| <br />
|-<br />
| [[Axolotl]]<br />
| 10<br />
| <br />
|-<br />
| [[Bat]]<br />
| 10<br />
| <br />
|-<br />
| [[Blue peafowl]]<br />
| 10<br />
| Domestic animal<br />
|-<br />
| [[Cap hopper]]<br />
| 10<br />
| <br />
|-<br />
| [[Chameleon]]<br />
| 10<br />
| <br />
|-<br />
| [[Chicken]]<br />
| 10<br />
| Domestic animal<br />
|-<br />
| [[Chipmunk]]<br />
| 10<br />
| <br />
|-<br />
| [[Crow]]<br />
| 10<br />
| <br />
|-<br />
| [[Cuttlefish]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Duck]]<br />
| 10<br />
| Domestic animal<br />
|-<br />
| [[Emperor penguin]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Fairy]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Fire snake]]<br />
| 10<br />
| <br />
|-<br />
| [[Flesh ball]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Floating guts]]<br />
| 10<br />
| <br />
|-<br />
| [[Flying squirrel]]<br />
| 10<br />
| <br />
|-<br />
| [[Goose]]<br />
| 10<br />
| Domestic animal<br />
|-<br />
| [[Gray squirrel]]<br />
| 10<br />
| <br />
|-<br />
| [[Green tree frog]]<br />
| 10<br />
| <br />
|-<br />
| [[Grey parrot]]<br />
| 10<br />
| <br />
|-<br />
| [[Guineafowl]]<br />
| 10<br />
| Domestic animal<br />
|-<br />
| [[Hamster]]<br />
| 10<br />
| <br />
|-<br />
| [[Hare]]<br />
| 10<br />
| <br />
|-<br />
| [[Hedgehog]]<br />
| 10<br />
| <br />
|-<br />
| [[Kiwi]]<br />
| 10<br />
| <br />
|-<br />
| [[Leech]]<br />
| 10<br />
| <br />
|-<br />
| [[Leopard gecko]]<br />
| 10<br />
| <br />
|-<br />
| [[Lion tamarin]]<br />
| 10<br />
| <br />
|-<br />
| [[Little penguin]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Lizard]]<br />
| 10<br />
| <br />
|-<br />
| [[Loon]]<br />
| 10<br />
| <br />
|-<br />
| [[Moon snail]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Mussel]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Nautilus]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Octopus]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Olm]]<br />
| 10<br />
| <br />
|-<br />
| [[Opossum]]<br />
| 10<br />
| <br />
|-<br />
| [[Oyster]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Penguin]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Pixie]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Platypus]]<br />
| 10<br />
| <br />
|-<br />
| [[Pond turtle]]<br />
| 10<br />
| <br />
|-<br />
| [[Puffin]]<br />
| 10<br />
| <br />
|-<br />
| [[Purring maggot]]<br />
| 10<br />
| <br />
|-<br />
| [[Rat]]<br />
| 10<br />
| <br />
|-<br />
| [[Red squirrel]]<br />
| 10<br />
| <br />
|-<br />
| [[Sea nettle jellyfish]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Skink]]<br />
| 10<br />
| <br />
|-<br />
| [[Slug]]<br />
| 10<br />
| <br />
|-<br />
| [[Snail]]<br />
| 10<br />
| <br />
|-<br />
| [[Sponge]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Squid]]<br />
| 10<br />
| Not trainable<br />
|-<br />
| [[Swan]]<br />
| 10<br />
| <br />
|-<br />
| [[Toad]]<br />
| 10<br />
| <br />
|-<br />
| [[Turkey]]<br />
| 10<br />
| Domestic animal<br />
|-<br />
| [[Weasel]]<br />
| 10<br />
| <br />
|-<br />
| [[White stork]]<br />
| 10<br />
| <br />
|-<br />
| [[Armadillo]]<br />
| 20<br />
| <br />
|-<br />
| [[Bugbat]]<br />
| 20<br />
| <br />
|-<br />
| [[Cat]]<br />
| 20<br />
| Domestic animal<br />
|-<br />
| [[Creepy crawler]]<br />
| 20<br />
| <br />
|-<br />
| [[Demon rat]]<br />
| 20<br />
| <br />
|-<br />
| [[Fluffy wambler]]<br />
| 20<br />
| <br />
|-<br />
| [[Moghopper]]<br />
| 20<br />
| <br />
|-<br />
| [[Pangolin]]<br />
| 20<br />
| <br />
|-<br />
| [[Rattlesnake]]<br />
| 20<br />
| <br />
|-<br />
| [[Two-legged rhino lizard]]<br />
| 20<br />
| <br />
|-<br />
| [[Alligator snapping turtle]]<br />
| 25<br />
| <br />
|-<br />
| [[Badger]]<br />
| 25<br />
| <br />
|-<br />
| [[Barn owl]]<br />
| 25<br />
| <br />
|-<br />
| [[Beaver]]<br />
| 25<br />
| <br />
|-<br />
| [[Common snapping turtle]]<br />
| 25<br />
| <br />
|-<br />
| [[Eagle]]<br />
| 25<br />
| <br />
|-<br />
| [[Fox]]<br />
| 25<br />
| <br />
|-<br />
| [[Great horned owl]]<br />
| 25<br />
| <br />
|-<br />
| [[Honey badger]]<br />
| 25<br />
| <br />
|-<br />
| [[Hornbill]]<br />
| 25<br />
| <br />
|-<br />
| [[Kea]]<br />
| 25<br />
| <br />
|-<br />
| [[Kestrel]]<br />
| 25<br />
| <br />
|-<br />
| [[Mongoose]]<br />
| 25<br />
| <br />
|-<br />
| [[Osprey]]<br />
| 25<br />
| <br />
|-<br />
| [[Peregrine falcon]]<br />
| 25<br />
| <br />
|-<br />
| [[Raccoon]]<br />
| 25<br />
| <br />
|-<br />
| [[Raven]]<br />
| 25<br />
| <br />
|-<br />
| [[Red panda]]<br />
| 25<br />
| <br />
|-<br />
| [[River otter]]<br />
| 25<br />
| <br />
|-<br />
| [[Sea otter]]<br />
| 25<br />
| <br />
|-<br />
| [[Snowy owl]]<br />
| 25<br />
| <br />
|-<br />
| [[Stoat]]<br />
| 25<br />
| <br />
|-<br />
| [[Wolverine]]<br />
| 25<br />
| <br />
|-<br />
| [[Blue jay]]<br />
| 30<br />
| <br />
|-<br />
| [[Bushtit]]<br />
| 30<br />
| <br />
|-<br />
| [[Buzzard]]<br />
| 30<br />
| <br />
|-<br />
| [[Cardinal]]<br />
| 30<br />
| <br />
|-<br />
| [[Cave swallow]]<br />
| 30<br />
| <br />
|-<br />
| [[Cockatiel]]<br />
| 30<br />
| <br />
|-<br />
| [[Dog]]<br />
| 30<br />
| Domestic animal<br />
|-<br />
| [[Grackle]]<br />
| 30<br />
| <br />
|-<br />
| [[Harpy]]<br />
| 30<br />
| Not trainable<br />
|-<br />
| [[Lorikeet]]<br />
| 30<br />
| <br />
|-<br />
| [[Magpie]]<br />
| 30<br />
| <br />
|-<br />
| [[Masked lovebird]]<br />
| 30<br />
| <br />
|-<br />
| [[Oriole]]<br />
| 30<br />
| <br />
|-<br />
| [[Parakeet]]<br />
| 30<br />
| <br />
|-<br />
| [[Peach-faced lovebird]]<br />
| 30<br />
| <br />
|-<br />
| [[Red-winged blackbird]]<br />
| 30<br />
| <br />
|-<br />
| [[Sparrow]]<br />
| 30<br />
| <br />
|-<br />
| [[Vulture]]<br />
| 30<br />
| <br />
|-<br />
| [[Wren]]<br />
| 30<br />
| <br />
|-<br />
| [[Aardvark]]<br />
| 50<br />
| <br />
|-<br />
| [[Adder]]<br />
| 50<br />
| <br />
|-<br />
| [[Aye-aye]]<br />
| 50<br />
| <br />
|-<br />
| [[Beak dog]]<br />
| 50<br />
|<br />
|-<br />
| [[Black mamba]]<br />
| 50<br />
| <br />
|-<br />
| [[Bushmaster]]<br />
| 50<br />
| <br />
|-<br />
| [[Capuchin]]<br />
| 50<br />
| <br />
|-<br />
| [[Carp]]<br />
| 50<br />
| Not trainable<br />
|-<br />
| [[Cave blob]]<br />
| 50<br />
| <br />
|-<br />
| [[Cave floater]]<br />
| 50<br />
| Not trainable<br />
|-<br />
| [[Coati]]<br />
| 50<br />
| <br />
|-<br />
| [[Copperhead snake]]<br />
| 50<br />
| <br />
|-<br />
| [[Coyote]]<br />
| 50<br />
| <br />
|-<br />
| [[Creeping eye]]<br />
| 50<br />
| Not trainable<br />
|-<br />
| [[Crundle]]<br />
| 50<br />
| <br />
|-<br />
| [[Deer]]<br />
| 50<br />
| <br />
|-<br />
| [[Desert tortoise]]<br />
| 50<br />
| <br />
|-<br />
| [[Dingo]]<br />
| 50<br />
| <br />
|-<br />
| [[Drunian]]<br />
| 50<br />
| <br />
|-<br />
| [[Echidna]]<br />
| 50<br />
| <br />
|-<br />
| [[Gazelle]]<br />
| 50<br />
| <br />
|-<br />
| [[Gila monster]]<br />
| 50<br />
| <br />
|-<br />
| [[Goat]]<br />
| 50<br />
| Domestic animal<br />
|-<br />
| [[Gray langur]]<br />
| 50<br />
| <br />
|-<br />
| [[Groundhog]]<br />
| 50<br />
| <br />
|-<br />
| [[Helmet snake]]<br />
| 50<br />
| <br />
|-<br />
| [[Hoary marmot]]<br />
| 50<br />
| <br />
|-<br />
| [[Hungry head]]<br />
| 50<br />
| Not trainable<br />
|-<br />
| [[Hyena]]<br />
| 50<br />
| <br />
|-<br />
| [[Ibex]]<br />
| 50<br />
| <br />
|-<br />
| [[Ice wolf]]<br />
| 50<br />
| Not trainable<br />
|-<br />
| [[Impala]]<br />
| 50<br />
| <br />
|-<br />
| [[Jackal]]<br />
| 50<br />
| <br />
|-<br />
| [[Kakapo]]<br />
| 50<br />
| <br />
|-<br />
| [[Kingsnake]]<br />
| 50<br />
| <br />
|-<br />
| [[Koala]]<br />
| 50<br />
| <br />
|-<br />
| [[Mandrill]]<br />
| 50<br />
| <br />
|-<br />
| [[Milkfish]]<br />
| 50<br />
| Not trainable<br />
|-<br />
| [[Mink]]<br />
| 50<br />
| <br />
|-<br />
| [[Mountain goat]]<br />
| 50<br />
| <br />
|-<br />
| [[Pond grabber]]<br />
| 50<br />
| Not trainable<br />
|-<br />
| [[Porcupine]]<br />
| 50<br />
| <br />
|-<br />
| [[Python]]<br />
| 50<br />
| <br />
|-<br />
| [[Rhesus macaque]]<br />
| 50<br />
| <br />
|-<br />
| [[Skunk]]<br />
| 50<br />
| <br />
|-<br />
| [[Sloth]]<br />
| 50<br />
| <br />
|-<br />
| [[Spider monkey]]<br />
| 50<br />
| <br />
|-<br />
| [[Wolf]]<br />
| 50<br />
| <br />
|-<br />
| [[Wombat]]<br />
| 50<br />
| <br />
|-<br />
| [[Bobcat]]<br />
| 75<br />
| <br />
|-<br />
| [[Lynx]]<br />
| 75<br />
| <br />
|-<br />
| [[Capybara]]<br />
| 100<br />
| <br />
|-<br />
| [[Cassowary]]<br />
| 100<br />
| <br />
|-<br />
| [[Cougar]]<br />
| 100<br />
| <br />
|-<br />
| [[Elk]]<br />
| 100<br />
| <br />
|-<br />
| [[Emu]]<br />
| 100<br />
| <br />
|-<br />
| [[Fox squirrel]]<br />
| 100<br />
| <br />
|-<br />
| [[Giant jaguar]]<br />
| 100<br />
| <br />
|-<br />
| [[Giant leopard]]<br />
| 100<br />
| <br />
|-<br />
| [[Harp seal]]<br />
| 100<br />
| <br />
|-<br />
| [[Jaguar]]<br />
| 100<br />
| <br />
|-<br />
| [[Kangaroo]]<br />
| 100<br />
| <br />
|-<br />
| [[Knuckle worm]]<br />
| 100<br />
| <br />
|-<br />
| [[Leopard]]<br />
| 100<br />
| <br />
|-<br />
| [[Narwhal]]<br />
| 100<br />
| Not trainable<br />
|-<br />
| [[Ocelot]]<br />
| 100<br />
| <br />
|-<br />
| [[Ostrich]]<br />
| 100<br />
| <br />
|-<br />
| [[Pig]]<br />
| 100<br />
| Domestic animal<br />
|-<br />
| [[Reacher]]<br />
| 100<br />
| Not trainable<br />
|-<br />
| [[Sheep]]<br />
| 100<br />
| Domestic animal<br />
|-<br />
| [[Warthog]]<br />
| 100<br />
| <br />
|-<br />
| [[Wild boar]]<br />
| 100<br />
| <br />
|-<br />
| [[Alpaca]]<br />
| 200<br />
| Domestic animal<br />
|-<br />
| [[Anaconda]]<br />
| 200<br />
| <br />
|-<br />
| [[Angelshark]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Blacktip reef shark]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Bluefin tuna]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Bluefish]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Cheetah]]<br />
| 200<br />
| <br />
|-<br />
| [[Cod]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Coelacanth]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Common skate]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Donkey]]<br />
| 200<br />
| Domestic animal<br />
|-<br />
| [[Giant cheetah]]<br />
| 200<br />
| <br />
|-<br />
| [[Giant grouper]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Giant lion]]<br />
| 200<br />
| <br />
|-<br />
| [[Giant tiger]]<br />
| 200<br />
| <br />
|-<br />
| [[Great barracuda]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Green devourer]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Halibut]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Horse]]<br />
| 200<br />
| Domestic animal<br />
|-<br />
| [[King cobra]]<br />
| 200<br />
| <br />
|-<br />
| [[Lion]]<br />
| 200<br />
| <br />
|-<br />
| [[Llama]]<br />
| 200<br />
| Domestic animal<br />
|-<br />
| [[Longnose gar]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Magma crab]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Mule]]<br />
| 200<br />
| Domestic animal<br />
|-<br />
| [[Opah]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Pike (fish)|Pike]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Reindeer]]<br />
| 200<br />
| Domestic animal<br />
|-<br />
| [[Sea lamprey]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Spiny dogfish]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Spotted wobbegong]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Stingray]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Tapir]]<br />
| 200<br />
| <br />
|-<br />
| [[Tiger]]<br />
| 200<br />
| <br />
|-<br />
| [[Tigerfish]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Water buffalo]]<br />
| 200<br />
| Domestic animal<br />
|-<br />
| [[Whitetip reef shark]]<br />
| 200<br />
| Not trainable<br />
|-<br />
| [[Yak]]<br />
| 200<br />
| Domestic animal<br />
|-<br />
| [[Foul blendec]]<br />
| 250<br />
| Not trainable<br />
|-<br />
| [[Large rat]]<br />
| 250<br />
| <br />
|-<br />
| [[Satyr]]<br />
| 250<br />
| Not trainable<br />
|-<br />
| [[Sloth bear]]<br />
| 250<br />
| <br />
|-<br />
| [[Strangler]]<br />
| 250<br />
| Not trainable<br />
|-<br />
| [[Black bear]]<br />
| 300<br />
| <br />
|-<br />
| [[Cow]]<br />
| 300<br />
| Domestic animal<br />
|-<br />
| [[Moose]]<br />
| 300<br />
| <br />
|-<br />
| [[Muskox]]<br />
| 300<br />
| <br />
|-<br />
| [[Nurse shark]]<br />
| 300<br />
| Not trainable<br />
|-<br />
| [[Panda]]<br />
| 300<br />
| <br />
|-<br />
| [[Sturgeon]]<br />
| 300<br />
| Not trainable<br />
|-<br />
| [[Giant mole]]<br />
| 350<br />
| <br />
|-<br />
| [[Leopard seal]]<br />
| 350<br />
| <br />
|-<br />
| [[Naked mole dog]]<br />
| 350<br />
| <br />
|-<br />
| [[Blue shark]]<br />
| 400<br />
| Not trainable<br />
|-<br />
| [[Conger eel]]<br />
| 400<br />
| Not trainable<br />
|-<br />
| [[Elephant seal]]<br />
| 400<br />
| <br />
|-<br />
| [[Elk bird]]<br />
| 400<br />
| <br />
|-<br />
| [[Hippo]]<br />
| 400<br />
| <br />
|-<br />
| [[Iguana]]<br />
| 400<br />
| <br />
|-<br />
| [[Molemarian]]<br />
| 400<br />
| Not trainable<br />
|-<br />
| [[Monitor lizard]]<br />
| 400<br />
| <br />
|-<br />
| [[Walrus]]<br />
| 400<br />
| <br />
|-<br />
| [[Bilou]]<br />
| 500<br />
| <br />
|-<br />
| [[Black-crested gibbon]]<br />
| 500<br />
| <br />
|-<br />
| [[Black-handed gibbon]]<br />
| 500<br />
| <br />
|-<br />
| [[Blind cave bear]]<br />
| 500<br />
| <br />
|-<br />
| [[Blind cave ogre]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Bonobo]]<br />
| 500<br />
| <br />
|-<br />
| [[Bull shark]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Chimpanzee]]<br />
| 500<br />
| <br />
|-<br />
| [[Draltha]]<br />
| 500<br />
| <br />
|-<br />
| [[Elephant]]<br />
| 500<br />
| <br />
|-<br />
| [[Frill shark]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Giant aardvark]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant adder]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant albatross]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant alligator]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant anaconda]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant anole]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant axolotl]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant aye-aye]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant badger]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant bark scorpion]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant barn owl]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant beaver]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant beetle]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant black bear]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant black mamba]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant bluejay]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant bobcat]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant brown recluse spider]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant bushmaster]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant bushtit]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant buzzard]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant capuchin]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant capybara]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant cardinal]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant cassowary]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant chameleon]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant chinchilla]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant chipmunk]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant coati]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant cockatiel]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant copperhead snake]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant cougar]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant coyote]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant crab]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant crow]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant cuttlefish]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant damselfly]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant deer]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant desert tortoise]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant dingo]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant dragonfly]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant eagle]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant earthworm]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Giant echidna]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant elephant]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant elephant seal]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant elk]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant firefly]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant fly]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant flying squirrel]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant fox]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant gazelle]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant gila monster]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant giraffe]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant grackle]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant grasshopper]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant gray langur]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant gray squirrel]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant great horned owl]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant green tree frog]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant grey parrot]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant grizzly bear]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant groundhog]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant hamster]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant hare]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant harp seal]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant hedgehog]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant hippo]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant hoary marmot]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant honey badger]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant hornbill]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant horseshoe crab]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant hyena]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant ibex]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant iguana]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant impala]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant jackal]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant jumping spider]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant kakapo]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant kangaroo]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant kea]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant kestrel]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant king cobra]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant kingsnake]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant koala]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant leech]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant leopard gecko]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant leopard seal]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant lion tamarin]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant lizard]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant loon]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant lorikeet]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant louse]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant lynx]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant magpie]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant mandrill]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant mantis]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant masked lovebird]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant mink]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant monarch butterfly]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant mongoose]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant monitor lizard]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant moon snail]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant mosquito]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant moth]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant mountain goat]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant muskox]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant nautilus]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant ocelot]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant octopus]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant one-humped camel]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant opossum]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant orca]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant oriole]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant osprey]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant otter]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant pangolin]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant parakeet]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant peach-faced lovebird]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant penguin]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant peregrine falcon]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant platypus]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant polar bear]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant pond turtle]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant porcupine]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant puffin]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant python]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant raccoon]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant rat]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant rattlesnake]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant raven]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant red panda]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant red squirrel]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant red-winged blackbird]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant rhesus macaque]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant rhinoceros]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant roach]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant saltwater crocodile]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant skink]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant skunk]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant sloth]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant sloth bear]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant slug]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant snail]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant snapping turtle]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant snowy owl]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant sparrow]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant sperm whale]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant sponge]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant stoat]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant swan]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant tapir]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant thrips]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant tick]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant toad]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant tortoise]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant two-humped camel]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant vulture]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant walrus]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant warthog]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant weasel]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant white stork]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant wild boar]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant wolf]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant wolverine]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant wombat]]<br />
| 500<br />
| <br />
|-<br />
| [[Giant wren]]<br />
| 500<br />
| <br />
|-<br />
| [[Giraffe]]<br />
| 500<br />
| <br />
|-<br />
| [[Gorilla]]<br />
| 500<br />
| <br />
|-<br />
| [[Gray gibbon]]<br />
| 500<br />
| <br />
|-<br />
| [[Great white shark]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Grizzly bear]]<br />
| 500<br />
| <br />
|-<br />
| [[Hammerhead shark]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Longfin mako shark]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Manta ray]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Marlin]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Ocean sunfish]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[One-humped camel]]<br />
| 500<br />
| <br />
|-<br />
| [[Orangutan]]<br />
| 500<br />
| <br />
|-<br />
| [[Pileated gibbon]]<br />
| 500<br />
| <br />
|-<br />
| [[Rhinoceros]]<br />
| 500<br />
| <br />
|-<br />
| [[Shortfin mako shark]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Siamang]]<br />
| 500<br />
| <br />
|-<br />
| [[Silvery gibbon]]<br />
| 500<br />
| <br />
|-<br />
| [[Swordfish]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Tiger shark]]<br />
| 500<br />
| Not trainable<br />
|-<br />
| [[Two-humped camel]]<br />
| 500<br />
| <br />
|-<br />
| [[White-browed gibbon]]<br />
| 500<br />
| <br />
|-<br />
| [[White-handed gibbon]]<br />
| 500<br />
| <br />
|-<br />
| [[Rutherer]]<br />
| 600<br />
| <br />
|-<br />
| [[Alligator]]<br />
| 650<br />
| <br />
|-<br />
| [[Giant cave swallow]]<br />
| 700<br />
| <br />
|-<br />
| [[Saltwater crocodile]]<br />
| 700<br />
| <br />
|-<br />
| [[Cave crocodile]]<br />
| 750<br />
| <br />
|-<br />
| [[Giant bat]]<br />
| 750<br />
| <br />
|-<br />
| [[Giant cave toad]]<br />
| 750<br />
| <br />
|-<br />
| [[Giant olm]]<br />
| 750<br />
| <br />
|-<br />
| [[Orca]]<br />
| 750<br />
| Not trainable<br />
|-<br />
| [[Polar bear]]<br />
| 750<br />
| <br />
|-<br />
| [[Basking shark]]<br />
| 1,000<br />
| Not trainable<br />
|-<br />
| [[Giant armadillo]]<br />
| 1,000<br />
| <br />
|-<br />
| [[Giant kiwi]]<br />
| 1,000<br />
| <br />
|-<br />
| [[Giant moose]]<br />
| 1,000<br />
| <br />
|-<br />
| [[Giant ostrich]]<br />
| 1,000<br />
| <br />
|-<br />
| [[Gigantic panda]]<br />
| 1,000<br />
| <br />
|-<br />
| [[Nightwing]]<br />
| 1,000<br />
| Not trainable<br />
|-<br />
| [[Sea monster]]<br />
| 1,000<br />
| Not trainable<br />
|-<br />
| [[Sea serpent]]<br />
| 1,000<br />
| <br />
|-<br />
| [[Sperm whale]]<br />
| 1,000<br />
| Not trainable<br />
|-<br />
| [[Unicorn]]<br />
| 1,000<br />
|<br />
|-<br />
| [[Voracious cave crawler]]<br />
| 1,000<br />
| <br />
|-<br />
| [[Whale shark]]<br />
| 1,000<br />
| Not trainable<br />
|-<br />
| [[Gigantic tortoise]]<br />
| 1,500<br />
| <br />
|-<br />
| [[Jabberer]]<br />
| 1,500<br />
| <br />
|-<br />
| [[Angel]]<br />
| 2,000<br />
| Not trainable<br />
|-<br />
| [[Bogeyman]]<br />
| 2,000<br />
| Not trainable<br />
|-<br />
| [[Demon]]<br />
| 2,000<br />
| Not trainable<br />
|-<br />
| [[Forgotten beast]]<br />
| 2,000<br />
| Not trainable<br />
|-<br />
| [[Giant narwhal]]<br />
| 2,000<br />
| <br />
|-<br />
| [[Gigantic squid]]<br />
| 2,000<br />
| <br />
|-<br />
| [[Night troll]]<br />
| 2,000<br />
| Not trainable<br />
|-<br />
| [[Titan]]<br />
| 2,000<br />
| Not trainable<br />
|-<br />
| [[Werebeast]]<br />
| 2,000<br />
| Not trainable<br />
|-<br />
| [[Giant cave spider]]<br />
| 2,500<br />
| <br />
|-<br />
| [[Giant desert scorpion]]<br />
| 2,500<br />
| <br />
|-<br />
| [[Cave dragon]]<br />
| 10,000<br />
| <br />
|-<br />
| [[Dragon]]<br />
| 10,000<br />
| [[Megabeast]]<br />
|-<br />
| [[Hydra]]<br />
| 10,000<br />
| [[Megabeast]]<br />
|-<br />
| [[Roc]]<br />
| 10,000<br />
| [[Megabeast]]<br />
|-<br />
|}<br />
<span id="end of list"> </span><br />
[[#top of list|jump to top]]</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Relationship&diff=236252Relationship2018-06-30T18:07:57Z<p>Bouchart: /* Types */</p>
<hr />
<div>{{Quality|Exceptional|20:55, 20 September 2016 (UTC)}}<br />
{{av}}<br />
{{old}}<br />
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf. Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.<br />
<br />
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.<br />
(Note that the relationships screen is mouse-enabled.)<br />
<br />
== Types ==<br />
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):<br />
* Kin relationships<br />
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.<br />
**'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.<br />
**'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. This includes grown adults, minors, and babies. Children are described by their sex and birth order. The relationship is described as eldest son, second eldest son, eldest daughter, and so on. The child might not necessarily be in the fortress.<br />
**'''Parent''' - If the dwarf has known parents, they will appear here.<br />
**'''Grandparent''' - Like known parents. They're separated into "paternal" and "maternal". (In listing order may be mixed with siblings)<br />
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress. The relationships are described as older brother, younger brother, older sister, and younger sister.<br />
**'''Aunt/Uncle''' - If the dwarf has known aunts or uncles, they will appear here. Often these don't live in the same fortress.<br />
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here. Again, nieces and nephews often don't live at the same fortress.<br />
**'''Cousin''' - If the dwarf has known cousins, they will appear here. Cousins often don't live in the fortress. <br />
* Spiritual relationships<br />
**'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. A dwarf can worship multiple gods and on rare occasions will not worship any. Dwarves can have different levels of worship ("ardent", "faithful", "casual", and "dubious"). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}<br />
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic, and does not change the behavior of the dwarf or the megabeast if the worshipper meets the worshipped.<br />
**'''Force''' - An [[elf]] may worship a force of nature. This works the same as worship of a deity.<br />
* Professional relationships<br />
**'''Apprentice''' - [[Scholar]]s, [[performer]]s, and [[necromancer]]s can take apprentices, who they will teach what they know. Apprentices sometimes don't live in the fortress. One master can have many apprentices.<br />
**'''Master''' - Master to an apprentice. Sometimes migrants and visitors have a master that doesn't live in the fortress.<br />
**'''Former Master''' - A creature can have more than one former master.<br />
**'''Former Apprentice''' - A creature that once learned from this one.<br />
* Animal relationships<br />
**'''Pet''' - The dwarf's [[pet]] companion, who they have adopted (or in the case of [[cat]]s, the dwarf was adopted by them). If the pet is a [[grazer]], the owner will periodically feed them, allowing them to roam free without the need of a [[pasture]]. Dwarves can have multiple pets.<br />
**'''Bonded animal''' - [[Animal trainer]]s typically form bond with the animals they work with over time. The death of a bonded animal causes a bad thought to the trainer.<br />
* Non-kin personal relationships<br />
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.<br />
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.<br />
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}<br />
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the loss's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.{{verify}}<br />
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.<br />
<br />
==Other familial relationships==<br />
Dwarves can have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such "extended family" are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. <br />
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.<br />
<br />
==Making friends==<br />
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats'.<br />
<br />
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the <s>interesting</s> amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.<br />
<br />
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.<br />
<br />
Dwarves who are compatible enough, and who chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have an age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!). (However, it might be possible for a widow/widower dwarf to end up taking a new lover or spouse in very rare situations.){{verify}}. Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.<br />
<br />
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships. In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.<br />
<br />
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.<br />
<br />
{{Category|Relationships| }}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Relationship&diff=236251Relationship2018-06-30T18:06:59Z<p>Bouchart: /* Types */</p>
<hr />
<div>{{Quality|Exceptional|20:55, 20 September 2016 (UTC)}}<br />
{{av}}<br />
{{old}}<br />
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf. Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.<br />
<br />
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.<br />
(Note that the relationships screen is mouse-enabled.)<br />
<br />
== Types ==<br />
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):<br />
* Kin relationships<br />
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.<br />
**'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.<br />
**'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. This includes grown adults, minors, and babies. Children are described by their sex and birth order. The relationship is described as eldest son, second eldest son, eldest daughter, and so on. The child might not necessarily be in the fortress.<br />
**'''Parent''' - If the dwarf has known parents, they will appear here.<br />
**'''Grandparent''' - Like known parents. They're separated into "paternal" and "maternal". (In listing order may be mixed with siblings)<br />
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress. The relationships are described as older brother, younger brother, older sister, and younger sister.<br />
**'''Aunt/Uncle''' - If the dwarf has known aunts or uncles, they will appear here. Often these don't live in the same fortress.<br />
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here. Again, nieces and nephews often don't live at the same fortress.<br />
**'''Cousin''' - If the dwarf has known cousins, they will appear here. Cousins often don't live in the fortress. <br />
* Spiritual relationships<br />
**'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. A dwarf can worship multiple gods. Dwarves can have different levels of worship ("ardent", "faithful", "casual", and "dubious"). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}<br />
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic, and does not change the behavior of the dwarf or the megabeast if the worshipper meets the worshipped.<br />
**'''Force''' - An [[elf]] may worship a force of nature. This works the same as worship of a deity.<br />
* Professional relationships<br />
**'''Apprentice''' - [[Scholar]]s, [[performer]]s, and [[necromancer]]s can take apprentices, who they will teach what they know. Apprentices sometimes don't live in the fortress. One master can have many apprentices.<br />
**'''Master''' - Master to an apprentice. Sometimes migrants and visitors have a master that doesn't live in the fortress.<br />
**'''Former Master''' - A creature can have more than one former master.<br />
**'''Former Apprentice''' - A creature that once learned from this one.<br />
* Animal relationships<br />
**'''Pet''' - The dwarf's [[pet]] companion, who they have adopted (or in the case of [[cat]]s, the dwarf was adopted by them). If the pet is a [[grazer]], the owner will periodically feed them, allowing them to roam free without the need of a [[pasture]]. Dwarves can have multiple pets.<br />
**'''Bonded animal''' - [[Animal trainer]]s typically form bond with the animals they work with over time. The death of a bonded animal causes a bad thought to the trainer.<br />
* Non-kin personal relationships<br />
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.<br />
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.<br />
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}<br />
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the loss's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.{{verify}}<br />
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.<br />
<br />
==Other familial relationships==<br />
Dwarves can have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such "extended family" are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. <br />
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.<br />
<br />
==Making friends==<br />
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats'.<br />
<br />
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the <s>interesting</s> amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.<br />
<br />
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.<br />
<br />
Dwarves who are compatible enough, and who chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have an age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!). (However, it might be possible for a widow/widower dwarf to end up taking a new lover or spouse in very rare situations.){{verify}}. Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.<br />
<br />
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships. In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.<br />
<br />
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.<br />
<br />
{{Category|Relationships| }}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Textile_industry&diff=235344Textile industry2018-03-16T17:53:56Z<p>Bouchart: /* Wool and hair */</p>
<hr />
<div>{{Quality|Masterwork|18:36, 14 November 2017 (UTC)}}<br />
{{av}}<br />
<br />
<br />
[[Image:Textile-industry-flowchart.PNG|thumb|332px|''Textile industry flowchart.'']]<br />
<br />
The '''textile industry''' involves making [[thread]], [[cloth]], [[clothing]], [[bag]]s, [[rope]]s and [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is one way to keep your dwarves clothed and happy (their starting clothing will slowly [[wear]] away, and high-value replacements boost happiness), and can be a very lucrative option as a [[wealth]] industry, especially if the goods are high quality. The best choice for textile trade goods are dresses and robes because they have the highest base [[value]]. A textile industry is also important for healthcare: cloth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too.<br />
<br />
See also the [[Leather#Leather industry|leather industry]], which can provide an alternative source of clothing.<br />
<br />
==Basic materials==<br />
===Crops===<br />
There are twelve [[crop]]s that can be [[Farming|grown]] for use in the textile industry, eight of which can be [[plant processing|processed]] by a [[thresher]] at a [[farmer's workshop]] into [[thread]] (and then into [[cloth]] by a [[weaver]] at a [[loom]]), and four of which can be [[miller|milled]] into [[dye]].<br />
<br />
The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[alcohol|brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple [[dye]].<br />
<br />
[[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in some cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s and plants brought in by human and elven [[caravan]]s. They do have the advantage of growing in all seasons. The counterpart to pig tails underground used to be [[rope reed]], but six new crops have been added since: [[kenaf]], [[cotton]], [[ramie]], [[flax]], [[hemp]] and [[jute]]. [[Hemp]], in addition to being processable, can also be [[millstone|milled]] into [[flour]], making it a good choice for food production, moreover, hemp and rope reeds are the only plants usable to make thread that are found outside tropical biomes. Rope reeds, like pig tails, can be [[alcohol|brew]]ed into drinks. [[Blade weed]] is similarly widely available and can be used to make emerald dye, as is [[hide root]], used to make redroot dye (at half the value of the others). The highest-value and most difficult to acquire dye is [[sliver barb]], a black dye-producing crop that only grows in [[evil]] areas; it is never available from caravans or from embark, and must be pulled from the earth itself via plant gathering, often under the risk posed by [[weather|evil weather]].<br />
<br />
For easy reference, the plants are listed below:<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse"<br />
! colspan=10|Thread Plants<br />
|-<br />
! Plant !! Type !! [[Climate|Wet]] !! [[Climate|Dry]] !! [[Biome]] !! [[Calendar|Spring]] !! Summer !! Autumn !! Winter <br />
|-<br />
| [[Pig tail]] || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] || || X || X || <br />
|-<br />
| [[Rope reed]] || [[Above ground]] || X || || [[Biome#Groups|Not Freezing]] || X || X || X || X <br />
|-<br />
| [[Flax]] || Above ground || || X || [[Grassland]], [[Savanna]] || X || X || X || X <br />
|-<br />
| [[Jute]] || Above ground || || X || [[Tropical]] || X || X || X || X <br />
|-<br />
| [[Hemp]] || Above ground || || X || [[Temperate]] || X || X || X || X<br />
|-<br />
| [[Cotton]] || Above ground || || X || Tropical || X || X || X || X <br />
|-<br />
| [[Ramie]] || Above ground || || X || Tropical || X || X || X || X <br />
|-<br />
| [[Kenaf]] || Above ground || || X || Tropical || X || X || X || X <br />
|-<br />
|}<br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse"<br />
! colspan=12|Dye Plants<br />
|-<br />
! Plant !! [[Dye]] !! colspan=2|Colour !! Type !! [[Climate|Wet]] !! [[Climate|Dry]] !! [[Biome]] !! [[Calendar|Spring]] !! Summer !! Autumn !! Winter <br />
|-<br />
| [[Dimple cup]] || Dimple Dye || Midnight Blue ||bgcolor="#003366" | &nbsp;&nbsp;&nbsp; || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] || X || X || X || X<br />
|-<br />
| [[Blade weed]] || Emerald Dye || Emerald ||bgcolor="#50c878" | &nbsp;&nbsp;&nbsp; || [[Above ground]] || || X || [[Biome#Groups|Not Freezing]] || X || X || X || X<br />
|-<br />
| [[Hide root]] || Redroot Dye || Red ||bgcolor="#ff0000" | &nbsp;&nbsp;&nbsp; || Above ground || || X || Not Freezing || X || X || X || X<br />
|-<br />
| [[Sliver barb]] || Sliver Dye || Black ||bgcolor="#000000" | &nbsp;&nbsp;&nbsp; || Above ground || || X || [[Surroundings#Evil|Evil]], Not Freezing || X || X || X || X<br />
|-<br />
|}<br />
<br />
===Wool and hair===<br />
[[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every few months; as they also produce [[milk]], they are versatile animals that can supplement your textile industry. [[Troll]]s can also be sheared by their master [[goblin]]s, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable. The only way to acquire troll fur is to steal it from a goblin [[site]] during a raid.<br />
<br />
<br />
[[Hair]] is another textile material that comes from animals, but is only obtained by [[butcher]]ing certain animals such as [[horse]]s, [[yak]]s and [[grizzly bear]]s, as a byproduct of the [[meat industry]]. Hair is quite limited; it can only be made into (dyeable) [[thread]], and cannot be made into proper cloth or clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]]. With the library update, a [[bookbinder]] can use animal hair thread with a written on [[quire]] and a [[book binding]] to create a book. Like with suturing, its best to temporarily forbid all other threads from the stocks menu if you want to force your dwarves to use these "useless" threads. Otherwise, Urist McBinder will gladly grab your masterfully dyed giant cave spider silk thread instead.<br />
<br />
Wool has only half the value of crop based thread. The same goes for hair of the more common and domestic animals, but the increasingly wild and rare animals listed under '[[Value#Material_multipliers]] - animals' have more valuable hair.<br />
<br />
===Silk===<br />
Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, [[brown recluse spider]]s, and [[giant cave spider]]s. The first three kinds of spiders are [[vermin]] that will leave behind [[web]]s in the fortress or forests, which can be collected by the automatic "collect webs" job at a [[loom]]. This silk is worth half as much (6☼) as plant based textile. The vermin spiders can bite dwarves and although their bites are non-lethal, the dwarf in question will be very woozy for a while afterwards. Note that [[cat]]s kill spiders mercilessly, so if you want to use them for textiles, "vermin breeding chambers", or at the very least locking up your cats, are necessary precautions.<br />
<br />
[[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected "in the wild" at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort.<br />
<br />
Giant cave spider silk thread (and what you produce from it) is worth only twice as much (24☼) as easily available pig tail thread (12☼). For low-quality production, skillful dyeing adds more value than a better material (a no-quality dye adds 20☼, masterful dyeing adds 240☼ to the value). Note, however that the material multiplier is incorporated into the thread, cloth, and finished good values; the actual difference in final value for a masterful robe is up to 1052☼. This makes giant cave spider [[silk farming]] a lucrative project once your textile industry matures.<br />
<br />
===Trading and gathering===<br />
The raw materials for a textile industry can be acquired via trading, as caravans bring large amounts of [[cloth]] and some thread, dye, and finished clothing, and can bring more if you ask. If you have the wealth for it, you can simply buy caravan cloth in bulk and then refine it to your needs. Caravan trading is enough to clothe even the largest fortress in adequate clothing, but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on where you embarked, and is unpredictable.<br />
<br />
==Thread==<br />
Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use two [[job]]s under [[plant processing]] at a [[farmer's workshop]]: you either {{k|p}}rocess the plants, or {{k|S}}pin the wool or hair. Making thread out of silk is done in one step: if there are spider webs on the map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. Note, however, that this applies to giant cave spider silk as well, and that collecting it benefits from military protection.<br />
<br />
Thread can be [[Dye|dyed]], which increases its value as well as the value of anything woven from it (cloth can also be dyed directly, see below). Thread's primary use is for [[suturing]] at a hospital, and for decorating finished clothing - otherwise it is an intermediate good that needs to be woven into cloth and, finally, the finished product. For animal hair, though, thread itself is the finished product.<br />
<br />
==Cloth==<br />
By default, any non-hair thread produced is automatically queued up for [[weaving]] at a [[loom]], but this can be changed with [[standing orders]] under {{k|o}}, and may be necessary in the case of giant cave spider webs. Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]]. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to set workshop [[Orders]] so that dwarves only weave [[dye]]d thread. Cloth can still be dyed after weaving.<br />
<br />
==Clothes and cloth goods==<br />
Once the thread is sewn into cloth, it can be put to use by a [[clothier]] at a [[clothier's shop]] to create [[clothes]], the usual end product for the textile industry. Clothing is required for a mature fortress, as clothes will eventually [[wear]] away, and necessitate replacement; a highly skilled clothesmaker is a boon for any fortress.<br />
<br />
Even [[wear|worn]] clothing can still fetch a hefty price--1/2 to 3/4 its original value--and your dwarves will make sure there is an abundant supply. A high-quality textile industry provides sufficient value to purchase the entire caravan using only cast-off clothing.<br />
<br />
If you plan to use clothing for trading, you can moderately increase its value by sewing images onto it. Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, an image can add significant value to an item. Note, however, that it is generally more profitable to create a second piece of clothing than to decorate an existing one.<br />
<br />
Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es, and [[well]]s, and [[bag]]s are used to store seeds, milling products, and powders (including dye), as well as [[sand]] for the [[glass industry]].<br />
<br />
Cloth can also be used to make [[craft|cloth crafts]] at a [[craftsdwarf's workshop]], which is a valuable but rarely needed trade good.<br />
<br />
==Size==<br />
{{new in v0.42}}<br />
To create differently sized clothes, request the clothes to be made from their respective workshops as usual. Afterwards, go back to the main workshop menu and look at the {{k|d}}etails of the issued job. {{k|f}}ilter for the race you want to make clothing for and press {{k|enter}} twice.<br />
<br />
==Dyeing==<br />
Dyeing an object is not necessary in the sense that dwarves do not demand colorful clothes, but it is an easy way to greatly increase its [[value]] if you have a skilled [[dyer]]. Both thread and cloth can be dyed, but dyed objects cannot be redyed - the coloration is permanent.<br />
<br />
Once you have harvested dye plants (which are described in basic materials, above), you are ready to [[miller|mill]] them at a [[millstone]] or [[quern]]. Note that this requires an empty [[bag]] into which the dye will be deposited. Each plant that is processed into dye creates 1 unit of dye, which is enough to dye 1 unit of thread or cloth. A single bag will hold the entire "stack" of dye, regardless of how big the stack of plants was.<br />
<br />
Dye can then be applied at a [[dyer's shop]] by a [[dyer]].<br />
<br />
==[[Value]]==<br />
Clothes and cloth goods can have many modifiers, so it can be difficult to determine exactly how to produce the most valuable goods. Despite their complexity, cloth goods follow many of the same rules for [[item value]] calculations as other goods. Notably, the cloth, thread, and embroidery are calculated like [[decoration]]s, while dyes are just added directly. The specific formula for a cloth item's value is as follows:<br />
<br />
{| border="1" style="border: 1px solid black; border-spacing: 0; margin: 1em auto; text-align:center; border-collapse: collapse;"<br />
|+ '''Cloth Item Value'''<br />
|-<br />
!<br />
! {{tc|teal|item}}<br />
! {{tc|green|cloth}}<br />
! {{tc|red|thread}}<br />
! {{tc|blue|cloth/thread dye}}<br />
! {{tc|purple|embroidery}}<br />
! {{tc|indigo|embroidery dye}}<br />
|-<br />
| Summed Elements<br />
| {{tc|teal|(type * material * quality)}}<br />
| {{tc|green|(decoration * material * quality)}}<br />
| {{tc|red|(decoration * material)}}<br />
| {{tc|blue|(powder * material * quality)}}<br />
| {{tc|purple|(decoration * material * quality)}}<br />
| {{tc|indigo|(powder * material * quality)}}<br />
|-<br />
| Values<br />
| {{tc|teal|Type: [[DF2014:Maximizing_value#Cloth|Inherent value of item]];Material: Material value of cloth used to make the item; Quality: [[DF2014:Item_quality|1-5,12,or 120 (for artifacts)]], influenced by the clothier skill of the item maker}}<br />
| {{tc|green|Decoration: 10; Material: Material value of cloth used to make the item; Quality: [[DF2014:Item_quality|1-5 or 12]], influenced by the weaver skill of the cloth maker}}<br />
| {{tc|red|Decoration: 10; Material: Material value of thread used to make the cloth}}<br />
| {{tc|blue|Powder: 1; Material: Milled value of plant used to make dye; Quality: [[DF2014:Item_quality|1-5 or 12]], influenced by the dyer skill of the dye maker}}<br />
| {{tc|purple|Decoration: 10, Material: Material value of cloth used for embroidery, ignoring cloth quality; Quality: [[DF2014:Item_quality|1-5,12,or 120 (for artifacts)]], influenced by the clothier skill of the embroiderer}}<br />
| {{tc|indigo|Powder: 1; Material: Milled value of plant used to make dye; Quality: [[DF2014:Item_quality|1-5 or 12]], influenced by the dyer skill of the dye maker}}<br />
|}<br />
<br />
Note that thread does not have a quality modifier, and the quality of cloth used in an embroidered design is ignored. The formula can be simplified (to use fewer terms) as:<br />
<br />
{{tc|teal|item_material}} * ({{tc|teal|item_type * item_quality}} + {{tc|green|10 * item_cloth_quality}} + {{tc|red|10}}) + {{tc|blue|item_dye_material * item_dye_quality}} + {{tc|purple|10 * embroidery_material * embroidery_quality}} + {{tc|indigo|embroidery_dye_material * embroidery_dye_quality}}<br />
<br />
The formula is quite complicated, so use this example.<br />
<br />
''This is an '''exceptional''' pig tail fiber cloak. It is made from '''pig tail''' fiber cloth. The thread is midnight blue, '''superbly''' colored with '''dimple dye'''. On the item is an '''exceptionally''' designed image of waves in rope reed fiber by Urist McClothier. It is made from well-crafted '''rope reed''' fiber cloth. The thread is emerald '''exceptionally''' colored with '''emerald dye'''.''<br />
<br />
<br />
First, the item value:<br />
<br />
(item type * material * item quality)<br />
<br />
('''cloak''' * '''pig tail''' * '''exceptional''')<br />
<br />
(('''26''' * '''2''' * '''5''')<br />
<br />
= '''260'''<br />
<br />
<br />
Next, add the cloth quality of the item (ignore cloth quality on embroidery):<br />
<br />
{{tc|green|(decoration * material * cloth_quality)}}<br />
<br />
{{tc|green|('''decoration''' * '''pig tail''' * '''normal''')}}<br />
<br />
{{tc|green|('''10''' * '''2''' * '''1''')}}<br />
<br />
= {{tc|green|'''20'''}}<br />
<br />
<br />
Next, add the thread value of the item (ignore any embroidered thread):<br />
<br />
{{tc|red|(decoration * material)}}<br />
<br />
{{tc|red|('''decoration''' * '''pig tail''')}}<br />
<br />
{{tc|red|('''10''' * '''2''')}}<br />
<br />
= {{tc|red|'''20'''}}<br />
<br />
<br />
Then the item's dye value is added (ignore dye on embroidery ''for now'' - it's checked below):<br />
<br />
{{tc|blue|(powder * dye_material * dye_quality)}}<br />
<br />
{{tc|blue|('''powder''' * '''dimple dye''' * '''superb''')}}<br />
<br />
{{tc|blue|('''1''' * '''20''' * '''4''')}}<br />
<br />
= {{tc|blue|'''80'''}}<br />
<br />
<br />
Lastly, the embroidery:<br />
<br />
{{tc|purple|(decoration * embroider_material * embroider_quality)}} + {{tc|indigo|(powder * dye_material * dye_quality)}}<br />
<br />
{{tc|purple|('''decoration''' * '''rope reed''' * '''exceptional''')}} + {{tc|indigo|('''powder''' * '''emerald dye''' * '''exceptional''')}}<br />
<br />
{{tc|purple|('''10''' * '''2''' * '''5''')}} + {{tc|indigo|('''1''' * '''20''' * '''5''')}}<br />
<br />
= {{tc|purple|'''200'''}}<br />
<br />
<br />
So the total value of this item would be:<br />
<br />
260 + {{tc|green|20}} + {{tc|red|20}} + {{tc|blue|80}} + {{tc|purple|200}}<br />
<br />
= '''580'''<br />
<br />
Embroidering an item will almost always generate less value than making clothes, since an embroidered image has a somewhat low value compared to the most valuable clothes (notably robes and cloaks) and the value granted by cloth quality is discarded when embroidering. Low-quality images created with high-quality cloth are even worth less than the roll of cloth used. <br />
<br />
Theoretically, the most valuable non-artifact/non-adamantine clothing item is worth '''3064'''. It would be a masterful giant cave spider silk robe, made from masterful giant cave spider silk cloth masterfully dyed with dimple/sliver/emerald dye. It would be worth 2344: ((33 * 4 * 12) + (10 * 4 * 12) + (10 * 4) + (1 * 20 * 12). The embroidery would be masterfully designed using masterfully-dyed giant cave spider silk cloth, adding 720: (10 * 4 * 12) + (1 * 20 * 12). Note, however, that the second piece of cloth would have likely been worth more as a second robe than as a decoration on the first.<br />
<br />
==Industry management==<br />
Overall, the textile industry consists of eight different jobs: ([[grower|growing]], [[plant processing]], [[shearing]], [[spinning]], [[weaver|weaving]], [[clothier|clothes making]], [[milling]], and [[dyeing]]). The value of the finished product is determined by the [[quality]] of three specific steps (as well as the base material): weaving, dyeing, and clothes-making. Obviously, then, the more skilled your weavers, dyers, and clothiers, the better and more valuable your items will be.<br />
<br />
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed), then you need to establish a year-round growing cycle with two equally-sized plots above and below ground as follows:<br />
::{| class="wikitable"<br />
|-<br />
!<br />
! Spring<br />
! Summer<br />
! Autumn<br />
! Winter<br />
|-<br />
| '''Underground'''<br />
| [[Dimple cup]]<br />
| [[Pig tail]]<br />
| [[Pig tail]]<br />
| [[Dimple cup]]<br />
|-<br />
| '''Above ground'''<br />
| [[Rope reed]]<br />
| [[Sliver barb]]<br />
| [[Blade weed]]<br />
| [[Rope reed]]<br />
|}<br />
This will give you one cloth crop and one dye crop each harvest. This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort. If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].<br />
<br />
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably increase harvests, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop [[orders]] to use only dyed thread, leaving out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders.<br />
<br />
{{Category|Guides}}<br />
{{Category|Materials}}<br />
{{Category|Industry}}<br />
{{Industry}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Giant_thrips&diff=235334Giant thrips2018-03-13T22:07:06Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Superior|10:47, 18 May 2015 (UTC)}}<br />
{{Creaturelookup/0<br />
|fat=15-20<br />
|eye=2<br />
|heart=1<br />
|intestine=8<br />
|brain=2<br />
|meat=28-82<br />
|skin=chitin<br />
|contrib=no<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
A long, short-legged, flying insect the size of a [[giant cave spider]], it has no direct means of attack, but like all insects it will [[push]] and wrestle enemies with legs and wings pretty well, even if it shouldn't be intelligent enough to do so. Also, they seem to be able to throw dwarves disproportionately long distances, sometimes resulting in a dwarf exploding when thrown. If aggressive, they are a match for a dwarf and will probably win the ensuing fight.<br />
<br />
Thrips and giant thrips, despite being well-known agricultural pests, will do no harm to plants for now. They mostly spend their time flying high above ground in groups of five to ten, generally doing nothing useful and preventing more interesting animals from entering your map. Can be used as a food source or marksdwarf training target. They make for poor livestock since their maximum age is one year.<br />
<br />
<br />
== Adventure Mode ==<br />
<br />
Giant thrips are useful in Adventure Mode as they take a long time to die. Because of their armor-like chitin, most attacks, even to the head, won't cause much damage besides shattering the chitin, which does not bleed like flesh does. This means that they make great training dummies to train up weapon skills on. As long as you avoid slicing off body parts so they don't bleed too much, a giant thrips should stay alive for a long time while you slice/bash the heck out of it. They aren't dangerous opponents at all, and most of the time all they will do is charge you harmlessly.<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Giant_cave_spider&diff=235320Giant cave spider2018-03-12T16:57:39Z<p>Bouchart: /* Capturing */</p>
<hr />
<div>{{Quality|Exceptional|18:29, 23 August 2014 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=no<br />
|contrib=no<br />
|meat=19<br />
|fat=18<br />
|heart=1<br />
|intestine=1<br />
|brain=1<br />
|skin=chitin<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Giant cave spiders''' (also known as GCS) are far different from your regular [[cave spider]]s; those are just treats for your [[cat]]. Giant cave spiders are as big as [[grizzly bear]]s and will make treats ''of'' cats, [[dwarves]], and the occasional careless adventurer. You can find giant cave spiders in, obviously, caves, [[caverns]] and most underground areas. They are '''the''' most dangerous creature in the caverns, excluding some [[forgotten beast]]s, as they [[No Pain|feel no pain]], [[No Stun|cannot be stunned]], can [[syndrome|poison]] creatures and have the ability to shoot [[web]]bing to ensnare their prey, with a range of 5 squares. If you see a giant cave spider in [[adventurer mode]], an announcement, "You've spotted a Giant Cave Spider!" will appear.<br />
<br />
Giant cave spiders are not a rarity with dozens present in the underground caverns, deep below the surface. They can be extremely hard to kill. They do not pose a big threat to a fortress when undisturbed, but when a dwarf ''does'' disturb one, [[Main:Armok|Armok]] bless the soul of the unlucky dwarf. On occasion, however, a lucky dwarf might pound one to death within a few attacks by punching its skull into its brain, which can be a godsend after an unfortunate cavern breaching exercise.<br />
<br />
Webs are quite useful when they aren't being used in an attack against you. Giant cave spider [[silk]] is worth twice as much as plant-derived textile and, given the [[silk farming|proper setup]] and victims, can be produced in endless amounts. Giant cave spiders are [[building destroyer]]s and will topple [[wood]]en [[furniture]] on sight.<br />
<br />
Some dwarves [[Preferences|like]] giant cave spiders for their ''mystery''.<br />
<br />
==Fighting==<br />
Giant cave spiders fight by throwing impressively large amounts of web at their enemies and biting them. Once an enemy is webbed, the spider goes for the head.<br />
<br />
Giant cave spider venom appears to be a neurotoxin which causes progressive [[syndrome|paralysis]] and is ultimately fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly, with complete paralysis after 720 seconds (10 [[time|time units]]) and with death usually occurring after 1300 seconds. In terms of Fortress mode, and depending on the speed of the victim, the venom will paralyze an infected dwarf within two steps and cause death by suffocation soon after.<br />
<br />
Giant cave spider venom is only deadly on relatively small creatures, unlike [[giant desert scorpion]] venom. It only tends to induce mild paralysis of members on large creatures such as giants, meaning a giant cave spider cannot typically kill large creatures. However, it will incapacitate and exhaust them very well.<br />
<br />
In older versions, a lone giant cave spider could take on and fight equally with all of the [[semi-megabeast]]s and most of the [[megabeast]]s (with the notable exception of [[dragon]]s, due to [[Dragonfire|!!giant cave spider!!]] syndrome). They couldn't kill them, but not even a [[bronze colossus]] is immune to webs. They were ''more'' dangerous than [[cave dragon]]s and the only thing in the caverns that could reliably win against them is a forgotten beast with webs or ranged attack. However, as of the latest version, a [[cyclops]] or an [[ettin]] will reliably kill a GCS one-on-one. <br />
<br />
==Killing a GCS==<br />
Due to giant cave spiders only attacking the head of a webbed dwarf, a few dwarves armored with [[steel]] helmets should be a match for a lone GCS. The coding for all creatures sets headshots as the number one priority if possible, and the web ensures that a headshot is indeed always possible. You may want to avoid using untrained dwarves for this though, because the spider will still counterattack if the dwarf misses, potentially landing a blow on an unprotected area of the dwarf. One way to minimize this problem is to make the dwarf wear full armour (the GCS will still latch on with her bite however, helm or no, and can still kill a dwarf by shaking them by the head).<br />
<br />
Fortunately (or unfortunately...), giant cave spiders tend to take time to kill their prey, giving you time to kill the GCS and save the dwarf, if you are so inclined of course. You may however not be able to save the dwarf from the GCS poison.<br />
<br />
Another strategy is to use large [[Animal trainer|trained]] animals to kill the GCS; two [[giant black bear]]s, [[giant grizzly bear]]s, or [[giant polar bear]]s will usually kill a GCS. The giant grizzly bears have the advantage that they can be trained for war, further increasing their strength. Other animals that can kill a GCS very effectively include:<br />
*[[Giant alligator]]s <br />
*[[Giant lion]]s <br />
*[[Giant tiger]]s<br />
<br />
==Capturing==<br />
Due to the considerable value of giant cave spider silk, many players attempt to capture a live spider and set up a silk farm to boost their fortress's economy. While simply opening a path to the caverns and lining it with [[cage]] [[trap]]s may eventually work, a much more effective method is to take advantage of one peculiar behavior of building destroyers: simply build a '''wooden''' [[door]] within the caverns and surround it with cage traps (to a distance of at least 2 tiles), and any giant cave spider (or [[giant cave toad]], [[giant olm]], [[cave crocodile]], etc.) that wanders relatively close enough to the door will immediately charge toward it and be captured. Or, if you have enough [[mechanism]]s, cages and dwarfpower to spare, cage trap all of the cavern exits.<br />
<br />
Another thing that can be done with a captured giant cave spider is turn it into a [[pet]]. They possess a pet value of 2,500, being the most valuable animals in the game who aren't cave dragons or megabeasts. It's wasteful to simply [[butcher]] them for meat, as multiple spiders can be captured and bred in order to create a very formidable [[fortress defense]] force. GCSs are born adults and as such cannot be turned fully tame, but a skilled animal trainer will ensure they never revert back into hostility.<br />
<br />
Raiding [[kobold]] caves for livestock is an easy way to get tame giant cave spiders.<br />
<br />
==Farming silk==<br />
{{main|Silk farming}}<br />
<br />
Giant cave spiders can be a very lucrative and nearly-inexhaustible source of [[silk]] [[thread]] for your [[weaver]]s. The general idea is to expose the spider to a target, causing it to spew [[web]]s which can later be collected. Well-designed silk farms can maximize safety and production, and greatly increase fortress [[wealth]].<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}<br />
[[ru:Giant Cave Spider]]</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Giant_snail&diff=235187Giant snail2018-02-17T04:08:42Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Superior|23:19, 26 November 2013 (UTC)}}<br />
{{Creaturelookup/0<br />
|contrib=no<br />
|meat=28-67<br />
|fat=10-18<br />
|heart=2<br />
|intestine=13-15<br />
|eye=2<br />
|brain=4-5<br />
|shell=21-26<br />
|skin=hide<br />
|wiki=no<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
Giant snails are predictably quite slow, as large as a [[Grizzly bear]] and generally harmless. They are a good source of meat, fat, and especially [[shell]]s (mostly for [[artifact]] requirements) in a pinch. They can cripple and may kill an unarmored dwarf with their [[push]] attacks though, so you might want to send basic militia or a marksdwarf to [[hunter|hunt]] it. Giant Snails can be tamed, but they are genderless and will not breed.<br />
<br />
Like standard [[snail]]s, giant snails can be found in every non-freezing savage [[biome]]. They may occasionally appear as [[mount]]s during a [[siege]], but only [[elf|fools]] would ride into battle on something as slow and relatively harmless as a giant snail.<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Shearer&diff=234883Shearer2018-01-25T01:17:00Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Superior|12:08, 18 May 2015 (UTC)}}<br />
{{Skill<br />
| color = 6:0<br />
| skill = Shearer<br />
| profession = [[Farmer]]<br />
| job name = [[Shearing]]<br />
| tasks =<br />
* {{k|s}} Shear Creature<br />
| workshop = <br />
* [[Farmer's workshop]]}}<br />
{{av}}<br />
<br />
'''Shearer''' is the [[skill]] associated with the shearing [[labor]]. Shearers shear the [[wool]] from creatures in a [[farmer's workshop]]. There are only three animals that can be sheared in-game: [[sheep]], [[llama]]s, and [[alpaca]]s ([[troll]]s have the necessary [[creature token#S|tokens]] to be sheared, but dwarves can only shear tame animals and trolls cannot be tamed). [[Shearable]] animals have {{tt|[YARN]}} token under {{token|SELECT_MATERIAL|c|HAIR}} section of their RAWs. Wool can be spun into [[yarn]], which in turn can be used to make [[cloth]] at a [[loom]].<br />
<br />
Shearer is the only skill that doesn't appear to train any [[attribute]]s. This may be an oversight.<br />
<br />
==See Also==<br />
* [[Textile industry]]<br />
<br />
{{skills}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Age&diff=234290Age2017-12-15T20:44:24Z<p>Bouchart: /* Effects */</p>
<hr />
<div>{{Quality|Exceptional|04:24, 17 May 2015 (UTC)}}<br />
{{av}}<br />
:''This article is about [[creature]] age. For world generation "ages", see [[Calendar#Ages]].''<br />
<br />
'''Age''' is a [[creature]] attribute describing how long the creature has been alive, including creatures born before the beginning of time in terms of [[world generation]] (year zero). Age determines the life stage of creatures and, until it is fully grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwarf|dwarves]] will have observable ages in the [[thoughts and preferences]] screen. The age of a creature is probably a floating value (to account for growth throughout the year), but is displayed in the game as an integer that is ticked up every time it reaches a birthday.<br />
<br />
== Effects ==<br />
The age of a creature has an important effect on its overall [[size]] and maturity. The starkest example of this in the game is the case of the [[dragon]], which is born 6,000 cm<sup>3</sup> in size (and technically an adult) then takes a thousand years to reach its full size of 25,000,000 cm<sup>3</sup>. However, the vast majority of the non-sapient creatures your dwarves encounter take one year to mature to adulthood and two years to reach full size; [[elephant]]s and [[giraffe]]s are notable exceptions, as their young take ten years to mature (though they reach full size in only 5 years). Upon reaching adulthood, creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared]], revert to [[tame|wild]] status, and various other effects. <br />
<br />
The life cycle of [[dwarves]] is slightly more complicated: juveniles ages zero to one are considered babies, and must be carried about by their mothers; between the ages of one to twelve are they are considered [[children]], and can perform some limited tasks; and once they reach 12 years of age, they are considered adults. The process is the same for other [[creature#civilized|civilized]] races, the original [[animal people]], and the humanoid [[semi-megabeast]]s. <br />
<br />
Another aspect that is controlled by age is lifespan. Most organic creatures will eventually die of old age (including fortuitous fortress dwarves), usually within a range of 1-100 years. [[Savage|Giant]] versions of animals inherit their normally-sized brethrens' lifespans, while [[animal people]] usually have somewhat longer lifespans than their representative creatures. A few species, such as [[elf|elves]], [[goblin]]s, and some unintelligent and unnatural creatures, will live until killed. [[Megabeast]]s, the [[undead]], [[night creature]]s, and the procedurally generated [[forgotten beast]]s and [[titan]]s are similarly immortal. Immigrants may sometimes show up with incorrect ages (future birthdates) {{Bug|3945}} or incorrect life stages (4 month old children) {{Bug|3752}}. This normally does not cause a problem, and life stages get rechecked every birthday. Note that only an intelligent civilized creature vulnerable to death by expiration will seek [[necromancer|necromancy]], which means goblins and elves never become practitioners of the dark arts.<br />
<br />
The game decides if a creature will die of old age at the beginning of every new year, on the 1st of Granite. In longer running fortresses, several animals and livestock with short life spans could die at the same time.<br />
<br />
== Sample list of age characteristics ==<br />
{| width=100% class="wikitable sortable" style="text-align:center"<br />
! width="20%" style="text-align:left" | Name<br />
! width="20%" | Age of Adulthood<br />
! width="20%" | Age of Full Size<br />
! width="20%" | Minimum Age of Death<br />
! width="20%" | Maximum Age of Death<br />
|-<br />
| style="text-align:left" | [[Ant]]<br />
| 0<br />
| 0<br />
| 1<br />
| 1<br />
|-<br />
| style="text-align:left" | [[Bat]]<br />
| 0<br />
| 0<br />
| 2<br />
| 3<br />
|-<br />
| style="text-align:left" | [[Antman]]<br />
| 0<br />
| 2<br />
| 5<br />
| 8<br />
|-<br />
| style="text-align:left" | [[Dog]]<br />
| 1<br />
| 2<br />
| 10<br />
| 20<br />
|-<br />
| style="text-align:left" | [[Lion]]<br />
| 3<br />
| 2<br />
| 10<br />
| 20<br />
|-<br />
| style="text-align:left" | [[Unicorn]]<br />
| 1<br />
| 2<br />
| 10<br />
| 20<br />
|-<br />
| style="text-align:left" | [[Elephant seal]]<br />
| 1<br />
| 5<br />
| 15<br />
| 25<br />
|-<br />
| style="text-align:left" | [[Sponge]]<br />
| 0<br />
| 0<br />
| 20<br />
| 30<br />
|-<br />
| style="text-align:left" | [[Carp]]<br />
| 1<br />
| 5<br />
| 20<br />
| 30<br />
|-<br />
| style="text-align:left" | [[Ogre]]<br />
| 10<br />
| 20<br />
| 20<br />
| 30<br />
|-<br />
| style="text-align:left" | [[Elephant]]<br />
| 10<br />
| 5<br />
| 50<br />
| 70<br />
|-<br />
| style="text-align:left" | [[Serpent man]]<br />
| 12<br />
| 12<br />
| 60<br />
| 80<br />
|-<br />
| style="text-align:left" | [[Sperm whale]]<br />
| 1<br />
| 10 <br />
| 70<br />
| 80<br />
|-<br />
| style="text-align:left" | [[Human]]<br />
| 12<br />
| 12<br />
| 60<br />
| 120<br />
|-<br />
| style="text-align:left" | [[Sea serpent]]<br />
| 6<br />
| 20<br />
| 150<br />
| 170<br />
|-<br />
| style="text-align:left" | [[Dwarf]]<br />
| 12<br />
| 12<br />
| 150<br />
| 170<br />
|-<br />
| style="text-align:left" | [[Kobold]]<br />
| 12<br />
| 12<br />
| 150<br />
| 170<br />
|-<br />
| style="text-align:left" | [[Elf]]<br />
| 12<br />
| 12<br />
| <span style="display:none">99999</span>&mdash;<br />
| <span style="display:none">99999</span>Immortal<br />
|-<br />
| style="text-align:left" | [[Goblin]]<br />
| 12<br />
| 12<br />
| <span style="display:none">99999</span>&mdash;<br />
| <span style="display:none">99999</span>Immortal<br />
|-<br />
| style="text-align:left" | [[Dragon]]<br />
| 0<br />
| 1000<br />
| <span style="display:none">99999</span>&mdash;<br />
| <span style="display:none">99999</span>Immortal<br />
|-<br />
| style="text-align:left" | [[Minotaur]]<br />
| 12<br />
| 12<br />
| <span style="display:none">99999</span>&mdash;<br />
| <span style="display:none">99999</span>Immortal<br />
|}<br />
<br />
== Mechanics ==<br />
The mechanics of aging are defined by [[creature token]]s within creatures' [[raw file]]s, and can easily be modified by those looking to make changes to their game.<br />
*{{tt|[CHILD:#]}}: Age at which children become adults. Set to 1 for most creatures, up to 10 for a few ([[giraffe]], [[elephant]]), and is set to 12 for most sapient creatures.<br />
*{{tt|[BABY:#]}}: For sapient creatures, age at which babies become [[children]]. Always set to 1.<br />
*{{tt|[BODY_SIZE:#:#:#]}}: Controls the body size of the creature, typically two or more are used to constrain its growth pattern. The first number is age in years; the second additional age in days. The third number is its size in cm<sup>3</sup>. The body size points are independent of the age of adulthood for the animal: many animals are adults in one year, but take two years to reach their full size, for instance.<br />
*{{tt|[MAXAGE:#:#]}}: The first number given is the minimum natural lifespan of a creature, while the second is the maximum. The distribution of deaths from natural causes in between the two values is unknown, but likely linear; the moment of death-by-old-age of a creature is stored from birth. If this tag is not present at all, the creature is biologically immortal.<br />
<br />
{{Translation<br />
| dwarven = anam<br />
| elvish = eyo<br />
| goblin = abo<br />
| human = thad<br />
}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Trapper&diff=233921Trapper2017-11-29T01:04:06Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Superior|12:21, 18 May 2015 (UTC)}}<br />
{{Skill<br />
| color = #080<br />
| skill = Trapper<br />
| profession = [[Ranger]]<br />
| job name = [[Trapping]]<br />
| tasks =<br />
* Capture a live land animal<br />
* Trap construction<br />
* Bait trap<br />
| workshop = <br />
* [[Kennel]]<br />
* [[Butcher's shop]]<br />
| attributes =<br />
* Agility<br />
* Analytical Ability<br />
* Creativity<br />
* Spatial Sense<br />
}}<br />
{{av}}<br />
<br />
'''Trapper''' is the skill associated with the '''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].<br />
<br />
To trap an animal, either {{k|q}}uery a [[kennel]] or [[Butcher's shop]] and {{k|a}}dd the {{k|a}} 'Capture live land animal' task, or {{k|b}} - {{k|m}} build an animal trap, which must then be baited with meat or fish. Many vermin animals are tameable and can be [[animal training|tamed]] at the kennel. <br />
<br />
Trappers will pursue and catch tame vermin that's outside of a container.<br />
<br />
The trapper skill is also used in creating animal traps. Wooden traps are made at the [[carpenter's workshop]], while metal ones are constructed at a [[metalsmith's forge]], or a [[magma forge]].<br />
<br />
Trappers can be used to control the vermin population and/or acquire fancy creatures to put in cages and place in your fortress. In the first function, they are easily outperformed by cats (although cats will create vermin remains that need a Refuse Hauling task), and the second is mainly attractive to boost dwarf mood if they encounter an animal they particularity like. Of course many vermin are hateable so it is questionable how effective this may be. There are also a few vermin such as [[fire snake]]s that can be used to make extracts, but extracts currently have no use except as a trade good. [[Creepy crawler]]s are the only vermin that can be [[butcher]]ed so trapping a lot of them can help train your butchers. As one of the Ranger professions, skilled trappers often have other, more useful skills such as marksdwarf or [[ambusher]]. <br />
<br />
{{skills}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=DF2014:Pedestal&diff=233874DF2014:Pedestal2017-11-27T19:52:42Z<p>Bouchart: </p>
<hr />
<div>{{furniture|name=Pedestal<br />
|tile=ï<br />
|wood=y<br />
|stone=y<br />
|glass=y<br />
|metal=y<br />
|rooms=<br />
[[Museum]]}}<br />
<br />
A '''pedestal''' is a piece of [[furniture]] that can be used to display other items. Pedestals are created from stone, wood, glass, or metal at a [[Carpenter's workshop]], [[Mason's workshop]],[[Glass furnace]], or [[Metalsmith's Forge]] respectively. Pedestals are listed as Display Furniture in the {{k|b}}uilt menu, with hotkey {{k|F}}. Once built, a pedestal can be examined with {{k|q}} and a display item can be selected with {{k|d}}. The display item selection menu displays all items that can be displayed on the pedestal. Highlighting one of the items automatically shows it's description and location at the bottom of the screen.<br />
<br />
Unlike most other furniture items, a metal pedestal is made using Metalcrafting, not Blacksmithing. At a metalsmith's forge it is listed under "Other Objects" and not "Furniture".<br />
<br />
Pedestals can be found in most generated sites in [[Adventurer mode]], sometimes alongside [[display case]]s.<br />
<br />
Pedestals were added in version [[Release_information/0.44.01|0.44.01]].<br />
<br />
<br />
{{Buildings}}<br />
{{Category|Furniture}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Visitor&diff=233781Visitor2017-11-25T17:52:43Z<p>Bouchart: /* Types of visitors */</p>
<hr />
<div>{{Quality|Superior|01:27, 31 October 2016 (UTC)}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
A '''visitor''' or '''guest''' is a person who comes to your fort at random, to stay at a [[location]]. Initially, you will receive only about three visitors for each location, who are all curious about the location they are visiting. When they leave, they may bring back word of what your place is like, attracting more visitors. This may benefit your fort, for example by providing social contacts for your dwarves, or enlisting soldiers. However, if you prefer having a dwarf-only fort (save for the prisoner elves and goblins), you should make sure they do not leave alive.<br />
<br />
==Types of visitors==<br />
{{expand topic}}<br />
* '''Guests''' will come to relax, and only provide social contacts. They may perform in your [[inn]]. After they finish their tasks, '''[[diplomat]]s''' may stay for a while as guests.<br />
* '''[[Scholar]]s''' will come to study, which includes reading books and discussing scientific topics with other scholars (including other visitors and your own dwarves), and may write books in your [[library]].<br />
* '''[[Mercenary|Mercenaries]]''' will come to enlist in the military. They will either petition for long-term residency or relax, and when you accept them, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives. They are attracted by your [[inn]].<br />
* '''[[Performer]]s''', as the name suggests, will come to perform in your [[inn]]. They will tell stories, dance, make music, or recite poetry. They do this for fun, and will not ask anything in return. They may petition for long-term residency.<br />
* '''[[Monster hunter]]s''' visit [[inn]]s to hunt monsters within the [[cavern]]s. Once they are granted long term residency they will occasionally go down into the caverns on their own to hunt. As of 0.42.04 they might be bugged as nobody other than Toady has reported seeing them, but supposedly their requirements for arrival are having opened the caverns. As of 0.44.01, this is fixed.<br />
* '''Slaves''' will come to relax.<br />
* '''Travelers''' will come to relax. Some may seek sanctuary at your fort, for example, if you liberated them from a site. They may do this even if you have no locations assigned that allows foreign guests.<br />
<br />
Groups of performers under a single name may arrive as a Performance Troupe, and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Due to a current [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9234 bug], troupes may arrive completely naked.<br />
Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile.<br />
<br />
Currently, scholars may leave with one of your books, though if they brought one with them then they may leave that one in your fort.<br />
Goblin visitors may cause bloodbaths due to their ethical requirement that arguments escalate into lethal conflicts.<br />
<br />
==Residency petitions==<br />
Sometimes, a visitor may come with the intent to stay in your fort on the long term. All types of visitors can do this. When a visitor petitions for residency, they will meet up with your mayor. You will have the final say about whether the visitor will become a resident.<br />
<br />
When you accept them, they will be added to the list of civilians in your fort as if they were a migrant. Their needs, preferences, and thoughts will be visible to you as normal, but they will not be able to have labours or occupations assigned. Aside from the reason why they came to your fort (such as performing in your inn), they may take brief breaks and do stuff in other locations in your fort.<br />
<br />
After about 2 years in your fort, the visitor may then apply for [[citizenship]], and accepting will allow them to have labors in your fort. To be able to assign them occupations, one first has to unassign the fort-wide occupation they get when applying for long term residency. To do this one has to navigate to their name in the fort-wide occupation list (the first screen shown after pressing {{k|l}}), press {{k|Enter}} to reassign the occupation, and choose "Nobody". After this, the new citizen will become available for other occupations. Mercenaries will never apply for [[citizenship]], though it is worth noting that a bard or other visitor-turned-citizen will be able to become a militia captain, effectively enabling all-mercenary squads.<br />
<br />
==Behaviour==<br />
<br />
Apparently, visitors will side with an attacking force of their own civ, potentially leading to a full scale civil war, but this is in need of more research.</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Library&diff=233633Library2017-11-16T19:57:23Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (scrolls, codices, and quires) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.<br />
<br />
If the library permits [[visitor]]s, scholars from civilizations around the world will come to your library, often bringing books of their own. Scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supply of writing material in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving. On rare occasions, they will petition to become permanent part of your fortress for the purpose of studying.<br />
<br />
Visiting scholars can take books and scrolls with them when they leave the fortress. One way to limit this is to have two libraries. Have one library that forbids visitors and has bookshelves. Have another library that allows visitors and has no bookshelves.<br />
<br />
==Setting up a library==<br />
* Hit {{k|i}} to designate the zone for your library. Set it to a meeting area with {{k|m}}, hit {{k|l}} to designate it as a location. See the [[locations]] page for more details.<br />
* Build [[bookcase]]s to store written books.<br />
* Build [[container]]s to store writing material (blank quires and scrolls).<br />
* Build [[table]]s and [[chair]]s.<br />
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).<br />
<br />
==Adventure mode==<br />
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]<br />
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]<br />
<br />
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.<br />
<br />
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.<br />
<br />
{{Translation<br />
| dwarven = koshosh<br />
| elvish = dethara<br />
| goblin = ruspdo<br />
| human = adith<br />
}}<br />
<br />
{{World}}<br />
<br />
{{Category|Locations}}<br />
{{Category|Adventurer mode}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Library&diff=233632Library2017-11-16T19:29:53Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (scrolls, codices, and quires) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.<br />
<br />
If the library permits [[visitor]]s, scholars from civilizations around the world will come to your library, often bringing books of their own. Scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supply of writing material in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving. On rare occasions, they will petition to become permanent part of your fortress for the purpose of studying.<br />
<br />
Visiting scholars can take books and scrolls with them when they leave the fortress. One way to avoid this is to have two libraries. Have one library that forbids visitors and has bookshelves. Have another library that allows visitors and has no bookshelves.<br />
<br />
==Setting up a library==<br />
* Hit {{k|i}} to designate the zone for your library. Set it to a meeting area with {{k|m}}, hit {{k|l}} to designate it as a location. See the [[locations]] page for more details.<br />
* Build [[bookcase]]s to store written books.<br />
* Build [[container]]s to store writing material (blank quires and scrolls).<br />
* Build [[table]]s and [[chair]]s.<br />
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).<br />
<br />
==Adventure mode==<br />
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]<br />
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]<br />
<br />
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.<br />
<br />
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.<br />
<br />
{{Translation<br />
| dwarven = koshosh<br />
| elvish = dethara<br />
| goblin = ruspdo<br />
| human = adith<br />
}}<br />
<br />
{{World}}<br />
<br />
{{Category|Locations}}<br />
{{Category|Adventurer mode}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Carpenter&diff=233523Carpenter2017-11-12T20:21:34Z<p>Bouchart: soap</p>
<hr />
<div>{{Quality|Superior|23:41, 17 May 2015 (UTC)}}<br />
{{Skill<br />
| color = 6:1<br />
| skill = Carpenter<br />
| profession = [[Woodworker]]<br />
| job name = [[Carpentry]]<br />
| tasks =<br />
* Wood based [[construction]]<br />
* Any work in the Carpenter's Workshop (except [[Animal trap|traps]])<br />
| workshop = * [[Carpenter's workshop]]<br />
| attributes =<br />
* Strength<br />
* Agility<br />
* Creativity<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Carpenters''' produce items out of [[wood]]. They construct [[bed]]s, [[bin]]s, [[barrel]]s, and all manner of other [[furniture]], as well as wooden [[training weapon]]s, [[shield]]s & [[buckler]]s, and 3 of the 5 standard [[trap component]]s. A carpenter's skill level affects the speed and [[quality]] of his work.<br />
<br />
Carpenters are also responsible for constructing [[architecture|architectural]] buildings designed with wood, wood blocks, or bars of [[soap]]. These buildings include [[trade depot]]s, [[bridge]]s, and [[well]]s, and their building quality and value are influenced by the carpenter's skill.<br />
<br />
To employ a carpenter, create a task at a [[carpenter's workshop]].<br />
<br />
It is recommended that one of your [[embark]] dwarves has some skill at carpentry. [[Bed]]s, [[bin]]s, and [[cage]]s, are typical early necessities.<br />
<br />
Carpentry skill is also available in [[adventurer mode|Adventurer Mode]]. To perform carpentry, while at a carpenter's workshop, press {{k|x}} then the first option in {{k|c}}reate is Carpentry.<br />
<br />
<br />
{{Skills}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Wood&diff=233522Wood2017-11-12T20:03:11Z<p>Bouchart: /* Reasons you want wood */ color</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional}}<br />
<br />
:''"Timber" redirects here. For the month, see [[Calendar]].''<br />
<br />
{{catbox}}'''Wood''' is produced by [[designation|{{Key|d}}esignating]] [[tree|{{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees, which will turn one tree into variable amount of '''logs''', the raw form of wood. Bigger trees yield more logs than smaller ones.<br />
<br />
For the most part different kinds of wood are identical except for minor differences in weight or color. Only [[nether-cap]] wood is [[magma-safe]], thanks to its fixed temperature.<br />
<br />
"'''Timber'''" is the name of the ninth month of the dwarven [[calendar]], covering late Autumn.<br />
<br />
==Growing==<br />
<br />
[[Tree]]s start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Frequent unit movement over a square with a sapling will likely kill the sapling, leaving you with a dead sapling occupying the square for a time. <br />
<br />
Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath it are unmined AND it has at least another z-level of open space above it. If there is soil, but it doesn't have an immediate support for the roots, no saplings will appear. If there is no open space above, the saplings won't grow.<br />
Saplings will begin to appear in below-ground soil and [[mud]]dy underground rock only once you have hit the [[caverns]]. Unlike their sunny counterparts, they don't require the below level to be unmined. However, they also require open space on the levels directly above them, otherwise the saplings will never grow.<br />
<br />
Full grown trees will impede units' movement and can block the path of wagons, making your [[trade depot]] inaccessible. Be sure to clear trees out of active corridors. Building [[road]]s is a good way to keep trees from growing where you don't want them to be.<br />
<br />
==Sources==<br />
<br />
Besides cutting down trees, wood (and some wooden goods, such as [[barrel]]s) is often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravan]]s. Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry]]. The [[wagon (embark)|wagon]] you start the game with can also be dismantled for three logs.<br />
<br />
==Considerations==<br />
<br />
===Reasons you need wood===<br />
*To build [[bed]]s. Without beds your dwarves will get unhappy thoughts from sleeping on the ground.<br />
*To build [[water wheel]]s, [[windmill]]s, and [[axle]]s--without wood, you cannot generate ''or'' transfer [[power]].<br />
*To build [[siege engine]]s and ballista bolts. These can be very effective defenses when traps fail.<br />
*To build practical cages in most cases as wooden cages are much lighter than metal or glass. They would be the only cages you can mass produce if you have no access to sand.<br />
*To be burnt for [[ash]], which is used in [[Glass_industry|glass making]], [[Soap|soap making]], [[Glazer|glazing]], and for fertilizing crops.<br />
*If you want [[obsidian]] [[short sword]]s, they require one log of wood in production, presumably for the handle. Note that these are primarily a novelty; all metal weapons are superior.<br />
*Wooden training [[weapon]]s can be used for military training started shortly after embark should you feel the need. They are also useful for [[live training]] and [[danger room]]s.<br />
<br />
===Reasons you want wood===<br />
*It only takes one log to produce a [[bin]], [[cage]], [[wheelbarrow]] or [[minecart]]; but if you forge them instead then they'll take two or three metal [[bar]]s. Wooden tools are also much lighter than the metal alternatives (apart from adamantine), which is a large benefit when the items are moved by hand.<br />
*All metalworks ([[smelter]]s, [[forge]]s), [[glass]]works, and ceramic [[kiln]]s need either [[magma]] or [[fuel]]. Magma is inaccessible to most early forts. "Fuel" means either coke or charcoal. Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on your map. Thus charcoal is the only reliable option for an early fort, and it's made by a [[wood burner]] from wood. <br />
*Production of [[steel]], the best mundane metal for armor and cutting or piercing weapons, requires coke or charcoal as a carbon source, even if you have access to magma.<br />
*[[Crossbow]]s can be made from wood (or [[bone]]) and may be preferred if you have a skilled [[bowyer]] but not a skilled [[weaponsmith]]. They will suffer reduced damage if used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration.<br />
*A stack of 25 Crossbow [[bolt]]s can be made from a single log. Wooden ammunition is sufficient for training and use by [[hunter]]s, though significantly less effective against armored opponents.<br />
*[[Armor#Shield|Shield]]s can be made from wood, and currently material does not affect a shield's ability to block, so shields can be made without consuming precious fuel and metal. The low weight can improve the movement speed of soldiers, but the occasional shield bashes in combat will also be weaker than those delivered by metal shields. <br />
*Wooden [[floor]]s can be useful to reduce falling damage, the [[density|lighter]] the better.<br />
*A handful of [[building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es, so they can be used as bait in areas with a lot of [[cage trap]]s.<br />
*Aesthetic reasons. A few types of wood have a color not commonly seen on metal or stone. See the below chart.<br />
<br />
===Reasons you don't need much wood===<br />
*While beds, axles, windmills, water wheels, siege engine parts, and ballista bolts absolutely require wood, and soap, clear and crystal glass and fertiliser are based on wood ash, almost every other wood product has non-wood alternatives.<br />
** In particular, [[barrel]]s can be replaced by stone [[pot]]s without having to use either fuel or magma. Stone pots can also be traded to the [[elf|elves]], should you wish to export liquids or barrelled foods.<br />
*Once you have [[magma]] then you don't need wood for [[fuel]]. If you have [[coal]], you can get by with much lower wood usage until the deposits run out. If you have both, you shouldn't need wood to produce metal or [[steel]] products.<br />
<br />
==Weight==<br />
The 'unit' of raw wood, the log, has a "material size" of 50 litres; the weight can be derived by dividing the [[density]] of the material by 20. An oak log will thus weigh 35Γ, a featherwood one 5Γ and a bloodthorn log 62.5Γ. The density for each individual type of wood is listed under the appropriate [[tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about five times lighter than most stone and fifteen times lighter than iron. Feather tree wood is the lightest, with a density of 100, and blood thorn wood is the heaviest, with a density of 1250. Candlenut (140), and glumprong (1200) are also notable. However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.<br />
<br />
The density of a material is not always important, but can be, depending on the use of that material - see [[Density]] article for a full discussion.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:0.2em;"| Wood Type<br />
!style="border:1px #AAA solid;padding:0.2em;"| Density<br />
!style="border:1px #AAA solid;padding:0.2em;"| Color<br />
!style="border:1px #AAA solid;padding:0.2em;"| Climate<br />
!style="border:1px #AAA solid;padding:0.2em;"| Biome<br />
!style="border:1px #AAA solid;padding:0.2em;"| Water<br />
!style="border:1px #AAA solid;padding:0.2em;"| Evil<br />
!style="border:1px #AAA solid;padding:0.2em;"| Savagery<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Acacia]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Peach|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Alder]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 410<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Tan|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Ash (tree)|Ash]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Pale Brown|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Birch]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 650<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Umber|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Black-cap]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 650<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Black|0:1}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| caverns 2-3<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Blood thorn]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 1250<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Crimson|4:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| cavern 3<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Cacao tree|Cacao]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 430<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Chocolate|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Candlenut]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 140<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Ochre|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Cedar]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 570<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Olive|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Chestnut]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 430<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Dark Chestnut|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Feather tree]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 100<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Cream|7:1}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| good<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Fungiwood]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Lemon|6:1}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| caverns 1-2<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Glumprong]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 1200<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Purple|5:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| evil<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Goblin-cap]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Red|4:1}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| caverns 2-3<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Highwood]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Brown|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| savage<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Kapok]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 260<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Tan|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Larch]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 590<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Light Brown|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| non-tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Mahogany]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Mahogany|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Mango_tree|Mango]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 520<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Mangrove]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 830<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Dark Taupe|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| mangrove swamp<br />
|style="border:1px #AAA solid;padding:0.2em;"| wet<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Maple]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 540<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Rust|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Nether-cap]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 550<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Dark Indigo|1:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| cavern 3<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Oak]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 700<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Auburn|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Palm]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 680<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Dark Taupe|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Pine]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 510<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Beige|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Rubber tree|Rubber]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 490<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Flax|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Saguaro]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 430<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Ecru|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| desert<br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Spore tree|Spore]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Teal|3:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| caverns 2-3<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Tower-cap]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|White|7:1}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| caverns 1-2<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Tunnel tube]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Violet|5:1}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| caverns 2-3<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Willow]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 390<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Tan|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| wet<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Carambola]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Cashew]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Coffee]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Durian]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Guava]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Papaya]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Paradise nut]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Rambutan]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Tea]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Avocado]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Lime]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Pomelo]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Citron]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Orange]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Bitter orange]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Finger lime]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Round lime]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Desert lime]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| grassland, savanna & shrubland<br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Kumquat]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Custard-apple]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Date palm]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Lychee]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Macadamia]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Olive]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Pomegranate]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| tropical<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Almond]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Apple]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Apricot]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Bayberry]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Cherry]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Ginkgo]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Hazel]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Peach]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Pear]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Pecan]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Persimmon]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Plum]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Sand pear]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Walnut]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600*<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna*|6:0}}<br />
|style="border:1px #AAA solid;padding:0.2em;"| temperate<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| dry<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|}<br />
(*) Densities and Colour are marked in the raws as not researched yet in v40.02, due to change in future versions.<br />
<br />
== Biomes ==<br />
*[[Temperate]] forest<br />
*[[Tropical]] forest<br />
*[[Taiga]]<br />
*[[Flatland]]<br />
*[[Swamp]]<br />
*[[Desert]]<br />
<br />
<br />
==See also==<br />
* [[Wood industry]].<br />
<br />
{{Translation<br />
| dwarven = lolum<br />
| elvish = ave<br />
| goblin = dôr<br />
| human = pado<br />
}}<br />
<br />
{{gamedata}}<br />
{{Wood FAQ}}<br />
<br />
{{Category|Materials}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Ramp&diff=233519Ramp2017-11-12T17:37:59Z<p>Bouchart: /* Removing ramps */</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional}}<br />
<br />
A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps, acting as hillsides. Dwarves may make them by digging with {{k|d}} + {{k|r}} from below or with {{k|d}} + {{k|h}} from above, or construction with {{k|b}} + {{k|C}} + {{k|r}}.<br />
<br />
Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]]. Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.<br />
<br />
Ramps are shown with the ▲ symbol (pointing "up"). The space above a ramp is shown as a ▼ and called a "downward slope". A downward slope is not an actual feature (as opposed to a downward stair), but rather an indication of a ramp below it; it functions otherwise as open space -- much like the game shows {{Raw tile|·|#FFFFFF|#000000}} to indicate trees or terrain on the level below, the ▼ symbol is a display nicety, not a type of terrain. When the rest of this article refers to ramps, the actual ramp (▲) is meant.<br />
<br />
Note that ramps function similarly to [[floor]]s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.<br />
<br />
== Movement using ramps ==<br />
<br />
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]<br />
<br />
For the purposes of unit movement, a ramp connects the ramp bottom to the '''tops of walls adjacent to the ramp bottom'''. So unlike stairs, where a dwarf moves directly up or down, a dwarf moving via a ramp will change both horizontal and vertical location in a single move. This can make it seem like a ramp has "direction" or "flow" by itself, but in fact this depends entirely on the spaces adjacent to the ramp.<br />
<br />
More formally, a usable ramp requires four tiles:<br />
<br />
# A ramp tile<br />
# An open space tile directly above the ramp<br />
# A "solid" tile next to the ramp tile (including diagonals)<br />
# A "walkable" tile directly above the "solid" tile <br />
<br />
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as "Unusable" when examined using the Loo{{K|k}} cursor.<br />
<br />
'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable. <br />
<br />
'''Note:''' [[Fortification|Fortifications]] CAN be used by ramps as the adjacent "solid" tile, provided those fortifications have walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).<br />
<br />
Finally, wagons follow a completely different set of movement rules on ramps. This can be <s>exploited</s> used to create [[Wagon#Wagon-only_entrances|separate paths for wagons and other (walking) creatures]], for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze.<br />
{{-}}<br />
<br />
== Creating ramps ==<br />
<br />
Dwarves may [[construction|construct]] ramps out of building materials such as [[stone]], [[wood]], [[block]]s, and [[bar]]s, but it is more common to dig them from natural walls (see [[mining]]).<br />
<br />
Digging ramps can be accomplished in two ways. Dwarves can carve ramps from adjacent spaces on the same z-level, and dwarves can [[channel]] from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space.<br />
<br />
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.<br />
<br />
== Collapse ==<br />
<br />
Natural or carved ramps that are adjacent to [[wall]]s will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result a slope, but leave the upper floor intact. This may create a [[cave-in]] situation dangerous to your miners.<br />
<br />
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.<br />
<br />
== Removing ramps ==<br />
<br />
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -> {{k|z}}, using the ingame interface). Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp. Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with "open space". Ramps at the edge of the map cannot be removed this way (however, you can {{K|b}} -> {{K|C}}onstruct [[floor]] on top of that ramp and deconstruct it later - it will remove the ramp).<br />
<br />
Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.<br />
<br />
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -> {{k|n}}).<br />
<br />
== Ramps versus stairways ==<br />
<br />
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways. For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north. Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.<br />
<br />
== Ramps and channeling ==<br />
<br />
In previous versions, ramps were considered preferable to a large amount of channeling, since they would remove the floor above. However, in 2010, most situations with channeling will create a ramp instead of just open space.<br />
<br />
However, channeling a single pillar of stone, or a floor without stone or dirt wall beneath, will still cause open space, and this can cause injuries to your [[miner]]s.<br />
<br />
{{Buildings}}<br />
{{Category|Buildings}}<br />
{{Category|Constructions}}<br />
{{Category|Designations}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Exotic_pet&diff=233478Exotic pet2017-11-07T19:53:30Z<p>Bouchart: elves no longer bring tame tiger men in their caravans</p>
<hr />
<div>{{Quality|Superior|05:12, 17 May 2015 (UTC)}}<br />
{{av}}{{catbox}}<onlyinclude><br />
'''Exotic pets''' (creatures with the PET_EXOTIC [[creature token#P|token]]) require additional time and effort to [[tame]]. Dwarven civilizations generally start with little or no knowledge of how to tame exotic pets, resulting in poorly-trained creatures until your [[animal trainer]] develops the necessary knowledge through practice.<br />
<br />
A safe (but slow) way to gain knowledge taming exotic pets is to simply leave them in their [[cage]]s. Their (poor-quality) training will quickly expire, and an animal trainer will perform the initial training task over and over again, gaining knowledge with each attempt. This is also a safe way to gain knowledge from creatures who cannot successfully be tamed (such as captured [[mount]]s and named enemies). <br />
<br />
Note that [[elf|elves]] appear to have no trouble training exotic pets; the elvish [[caravan]] will regularly offer fully-tame exotic pets for trade. <br />
<br />
</onlyinclude><br />
{{Category|Creature attributes}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Lignite&diff=233477Lignite2017-11-07T19:51:26Z<p>Bouchart: </p>
<hr />
<div>{{stonelookup/0|uses=* Create 5 [[coke]] at [[smelter]]}}{{av}}{{Quality|Exceptional|22:05, 8 June 2010 (UTC)}}<br />
<br />
One of the two mineral sources of [[fuel]], '''Lignite''' is found in [[vein]]s in [[sedimentary layer]]s. When processed at a [[smelter]] or [[magma smelter]], one unit of lignite produces 5 units of [[Fuel#The_two_sub-types_of_fuel|coke]]. If done at a regular [[smelter]], this processing requires one pre-existing unit of fuel (either [[Fuel#The_two_sub-types_of_fuel|charcoal]] or coke), leaving a ''net'' production of 4 fuel.<br />
<br />
Lignite is flammable - if exposed to [[fire]] or [[magma]], an item made of lignite will burn for the better part of a year before [[wear]]ing away. Exposure to [[water]] (including rain) will extinguish it, unless it happens to be stored in a [[bin]].<br />
<br />
It otherwise behaves as an ordinary stone. If you don't need to produce coke, you can use it to produce goods with a mason or stonecrafter. By default, lignite is considered an Economic Stone and it will be reserved for coke production unless changed in the Stone submenu.<br />
<br />
==See also==<br />
* [[Bituminous coal]]<br />
<br />
<gallery><br />
File:DBM Deutsches Bergbau-Museum Bochum, Lignit Westerwald.JPG|A block of lignite.<br />
</gallery><br />
<br />
{{gamedata}}<br />
{{stones}}<br />
{{Category|Economic Stone}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Bituminous_coal&diff=233476Bituminous coal2017-11-07T19:51:01Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Superior|09:13, 18 May 2015 (UTC)}}<br />
{{stonelookup/0|uses=<br />
* Create 9 [[fuel#Coke, from bituminous coal or lignite|coke]] at [[smelter]]}}{{av}}<br />
<br />
'''Bituminous coal''' is found in [[vein]]s in [[sedimentary layer]]s and is one of the two mineral sources of [[fuel]]. When processed at a [[smelter]] or [[magma smelter]], one unit of bituminous coal produces 9 units of [[fuel#Coke, from bituminous coal or lignite|coke]]. If done at a regular [[smelter]], this processing requires one pre-existing unit of fuel (either charcoal or coke), leaving a ''net'' production of 8 fuel.<br />
<br />
Bituminous coal is flammable - if exposed to [[fire]] or [[magma]], an item made of bituminous coal will burn for the better part of a year before [[wear]]ing away. Exposure to [[water]] (including rain) will extinguish it, unless it happens to be stored in a [[bin]].<br />
<br />
However, since its ignition point is above the cutoff for fire-safety{{bug|9795}}, it is considered a [[fire-safe]] material and as such can be used for the construction of non-[[magma]] [[furnace]]s and [[forge]]s. <br />
<br />
Bituminous coal is '''not''' the same as [[fuel|"refined coal" or "coal"]], though it is directly related.<br />
<br />
Because bituminous coal only costs 3 embark points, and produces a large amount of fuel when processed, it may be wise to bring some bituminous coal with you on embark as an early source of fuel.<br />
<br />
It otherwise behaves as an ordinary stone. If you don't need to produce coke, you can use it to produce goods with a mason or stonecrafter. By default, bituminous coal is considered an Economic Stone and it will be reserved for coke production unless changed in the Stone submenu.<br />
<br />
==See also==<br />
* [[Lignite]]<br />
* [[Fuel]]<br />
<br />
{{d for dwarf}}<br />
Of all the fallacies of the humans probably the most laughable is "Old Eartherism". Some humans have estimated the world's age from the ludicrous 6000, to the unimaginable 4.5 billion years. As "proof" they point to the bones of giant lizards buried beneath the soil, and coal, which they claim is the byproduct of the lizard's decay. Dwarven history extends back to 1 year after the creation of earth, and coal is amply documented even then. Dwarves are also well aware of how those monstrous lizards' bones ended up underground, as well as *exactly* what they decay into. They don't bother to correct the humans because they think they're cute when they're wrong.<br />
<br />
<gallery><br />
File:Coal bituminous.jpg| A piece of bituminous coal.<br />
</gallery><br />
{{gamedata}}<br />
{{stones}}<br />
{{Category|Economic Stone}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Large_rat&diff=233475Large rat2017-11-07T18:48:01Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Exceptional|14:24, 26 July 2010 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=no<br />
|contrib=no<br />
|skin=hide<br />
|lung=0-2<br />
|heart=0-1<br />
|intestine=0-1<br />
|liver=0-1<br />
|tripe=0-1<br />
|sweetbread=0-1<br />
|spleen=0-1<br />
|kidney=0-2<br />
|skull=1<br />
|meat=6-13<br />
|fat=6-13<br />
|brain=0-1<br />
|bone=4-12<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Large rats''' are [[creature]]s commonly found in the first layer of the [[caverns]], larger than a common [[rat]] but smaller than a [[giant rat]]. About the size of a [[kobold]], these creatures will [[Steals food|steal your food]] and [[Steals drink|drink your booze]] at every chance, meaning they should be kept away from your [[food]] [[stockpile]]s by all means necessary. All large rats are born with Legendary [[skill]] in [[Climber|climbing]], and their infants are called ''large rat pups''.<br />
<br />
Large rats are benign and will flee from conflict, but [[Dwarf|dwarves]] will generally react violently to their presence, leading to them often getting beaten to a pulp by your [[peasant]]s before they have the chance to cause any trouble. These creatures can be captured with [[cage]] [[trap]]s very easily, as a food stockpile with a couple pieces of food can be used as lure. Once captured, they can be turned into fairly valuable [[pet]]s, though due to their very short lifespan (no more than 3 years), they make poor companions to dwarves and are better off being [[butcher]]ed.<br />
<br />
Some dwarves [[Preferences|like]] large rats for their ''strength''.<br />
<br />
Clothing made from large rat leather have names that can sound awkward due to the way the game handles sizes for different creatures. A dwarf sized tunic is called a large rat leather tunic. A tunic made for bigger creatures like a human would be called a large large rat leather tunic. A tunic made for a smaller creature like a kobold would be called a small large rat leather tunic.<br />
<br />
{{Translation| dwarven = or atem | elvish = lacifa thapa | goblin = sted spödgôz | human = lod othur}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Large_rat&diff=233474Large rat2017-11-07T18:45:30Z<p>Bouchart: clothing</p>
<hr />
<div>{{Quality|Exceptional|14:24, 26 July 2010 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=no<br />
|contrib=no<br />
|skin=hide<br />
|lung=0-2<br />
|heart=0-1<br />
|intestine=0-1<br />
|liver=0-1<br />
|tripe=0-1<br />
|sweetbread=0-1<br />
|spleen=0-1<br />
|kidney=0-2<br />
|skull=1<br />
|meat=6-13<br />
|fat=6-13<br />
|brain=0-1<br />
|bone=4-12<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Large rats''' are [[creature]]s commonly found in the first layer of the [[caverns]], larger than a common [[rat]] but smaller than a [[giant rat]]. About the size of a [[kobold]], these creatures will [[Steals food|steal your food]] and [[Steals drink|drink your booze]] at every chance, meaning they should be kept away from your [[food]] [[stockpile]]s by all means necessary. All large rats are born with Legendary [[skill]] in [[Climber|climbing]], and their infants are called ''large rat pups''.<br />
<br />
Large rats are benign and will flee from conflict, but [[Dwarf|dwarves]] will generally react violently to their presence, leading to them often getting beaten to a pulp by your [[peasant]]s before they have the chance to cause any trouble. These creatures can be captured with [[cage]] [[trap]]s very easily, as a food stockpile with a couple pieces of food can be used as lure. Once captured, they can be turned into fairly valuable [[pet]]s, though due to their very short lifespan (no more than 3 years), they make poor companions to dwarves and are better off being [[butcher]]ed.<br />
<br />
Some dwarves [[Preferences|like]] large rats for their ''strength''.<br />
<br />
Clothing made from large rat leather have names that can sound awkward. A dwarf sized tunic is called a large rat leather tunic. A tunic made for bigger creatures like a human would be called a large large rat leather tunic.<br />
<br />
{{Translation| dwarven = or atem | elvish = lacifa thapa | goblin = sted spödgôz | human = lod othur}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Miner&diff=232912Miner2017-09-20T18:09:25Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Superior|00:21, 18 May 2015 (UTC)}}<br />
{{Skill<br />
| color = 7:0<br />
| skill = Miner<br />
| profession = Miner<br />
| job name = [[Mining]]<br />
| tasks =<br />
* [[Dig]]<br />
| attributes =<br />
* Strength <br />
* Toughness <br />
* Endurance<br />
* Willpower<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}{{av}}<br />
'''Miner''' is the skill associated with both the '''mining''' [[labor]] and its associated profession. Miners are necessary to build any kind of [[fortress]] that is [[underground]] or involves [[stone]]. They are required to dig tunnels, [[channel]]s, [[stair]]s and [[ramp]]s, as well as remove said stairs and ramps. Miners require a [[pick]] to do any work. The quality and material of the pick doesn't affect how quickly they mine.<br />
<br />
Miners gain experience for every tile mined, which means they gain experience faster in easier-to-dig soil and slower in stone. Due to the constant demand, straightforward work and fast experience curve, miners level-up to [[skill|legendary skill]] faster than any other profession. Most players will have one or two legendary miners within thirty minutes of gameplay. <br />
<br />
Mining skill affects only the speed at which stone is mined, not the chance of acquiring resources from mining. Normal rocks and ore deposits drop an average of 1 boulder for every 4 squares mined; in compensation, one ore gives 4 bars of [[metal]]. Gem clusters drop rough [[gem]]s 100% of the time.<br />
<br />
In order for any mining to be done, the [[designations|{{k|d}}esignations]] menu must be used.<br />
<br />
==Mining behavior==<br />
{{Main|Mining}}<br />
If a large area is designated for mining, miners tend to clear out the left side first, working from the top down as much as possible. This is not absolute but is a strong tendency.<br />
<br />
Once mining, a dwarf will automatically continue on to mine any connected tiles (on the same level) designated for mining, even diagonally, rather than shift to mine a discontinuous tile.<br />
<br />
Dwarves tend not to see tiles on different levels as "connected" (e.g. an [[stairs|up-stair]] below a [[stairs|down-stair]]), and will tend to clear one level before moving on to another - even to the point of moving far across a map to do so. They seem to mine top levels over lower ones.<br />
<br />
If no mining-designated tile is connected they will seek to mine a top-left-designated tile on a top-most level.<br />
<br />
==Combat==<br />
The miner skill is also used when fighting with a pickaxe. Pickaxes are brutally effective weapons, combining a piercing and a slashing attack, and make really good weapons for adventurers. Immigrants can come to the fort with low quality copper or bronze pickaxes, so consider replacing them with better quality materials like iron made by skilled weaponsmiths. Despite their effectiveness, however, a miner who is attacked when he's busy mining will not generally use his pick in combat, unless he is forced to. <br />
<br />
{{Skills}}<br />
{{Category|Professions}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Miner&diff=232911Miner2017-09-20T18:08:17Z<p>Bouchart: /* Combat */</p>
<hr />
<div>{{Quality|Superior|00:21, 18 May 2015 (UTC)}}<br />
{{Skill<br />
| color = 7:0<br />
| skill = Miner<br />
| profession = Miner<br />
| job name = [[Mining]]<br />
| tasks =<br />
* [[Dig]]<br />
| attributes =<br />
* Strength <br />
* Toughness <br />
* Endurance<br />
* Willpower<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}{{av}}<br />
'''Miner''' is the skill associated with both the '''mining''' [[labor]] and its associated profession. Miners are necessary to build any kind of [[fortress]] that is [[underground]] or involves [[stone]]. They are required to dig tunnels, [[channel]]s, [[stair]]s and [[ramp]]s, as well as remove said stairs and ramps. Miners require a [[pick]] to do any work.<br />
<br />
Miners gain experience for every tile mined, which means they gain experience faster in easier-to-dig soil and slower in stone. Due to the constant demand, straightforward work and fast experience curve, miners level-up to [[skill|legendary skill]] faster than any other profession. Most players will have one or two legendary miners within thirty minutes of gameplay. <br />
<br />
Mining skill affects only the speed at which stone is mined, not the chance of acquiring resources from mining. Normal rocks and ore deposits drop an average of 1 boulder for every 4 squares mined; in compensation, one ore gives 4 bars of [[metal]]. Gem clusters drop rough [[gem]]s 100% of the time.<br />
<br />
In order for any mining to be done, the [[designations|{{k|d}}esignations]] menu must be used.<br />
<br />
==Mining behavior==<br />
{{Main|Mining}}<br />
If a large area is designated for mining, miners tend to clear out the left side first, working from the top down as much as possible. This is not absolute but is a strong tendency.<br />
<br />
Once mining, a dwarf will automatically continue on to mine any connected tiles (on the same level) designated for mining, even diagonally, rather than shift to mine a discontinuous tile.<br />
<br />
Dwarves tend not to see tiles on different levels as "connected" (e.g. an [[stairs|up-stair]] below a [[stairs|down-stair]]), and will tend to clear one level before moving on to another - even to the point of moving far across a map to do so. They seem to mine top levels over lower ones.<br />
<br />
If no mining-designated tile is connected they will seek to mine a top-left-designated tile on a top-most level.<br />
<br />
==Combat==<br />
The miner skill is also used when fighting with a pickaxe. Pickaxes are brutally effective weapons, combining a piercing and a slashing attack, and make really good weapons for adventurers. Immigrants can come to the fort with low quality copper or bronze pickaxes, so consider replacing them with better quality materials like iron made by skilled weaponsmiths. Despite their effectiveness, however, a miner who is attacked when he's busy mining will not generally use his pick in combat, unless he is forced to. <br />
<br />
{{Skills}}<br />
{{Category|Professions}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Human&diff=232699Human2017-09-08T18:13:51Z<p>Bouchart: /* Human Mercenaries/Performers */</p>
<hr />
<div>{{Quality|Exceptional|20:52, 20 September 2016 (UTC)}}<br />
{{Creaturelookup/0<br />
|meat=27<br />
|bone=33<br />
|fat=15<br />
|skin=human skin<br />
|nervous tissue=1<br />
|kidney=2<br />
|spleen=1<br />
|sweetbread=1<br />
|tripe=1<br />
|liver=1<br />
|intestines=1<br />
|heart=1<br />
|lung=2<br />
|contrib=no<br />
|wiki=yes}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Humans''' are intelligent {{Catlink|Humanoids|humanoid}} [[creatures]] that live in cities on the [[biome#Plains|plains]]. They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]]. Their buildings are made entirely of [[wood]] (or in the case of towers and castles, [[stone]]), and usually include several houses and [[shop]]s, and a [[tavern]]. Their metal-working technology specializes in [[bronze]], though they also make use of [[copper]], [[iron]], and [[silver]]. The typical lifespan of a human ranges between 60 and 120 years.<br />
<br />
In fortress mode, they are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]]. Humans usually bring overworld food stuffs, [[cloth]], [[leather]], extra-large clothing and bronze items. Trading with them is the safest way to obtain exotic items such as [[two-handed sword]]s, [[whip]]s and [[bow]]s. If their caravans are continuously destroyed or if their [[diplomat]]s are killed, regardless of cause, they will eventually send a [[siege]] force to your fortress. In adventurer mode, their nobles can be found living in castles, and after earning sufficient fame, they can give out challenging quests.<br />
<br />
The language they speak is [[Main:Human language|human]].<br />
<br />
Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''stature''.<br />
<br />
==Ethics==<br />
[[File:Cleric-Knight-Workman.jpg|thumb|right|200px|Admired for their ''stature''.]]<br />
<br />
In-game humans have a system of [[ethic]]s similar to real-life humans of past times. Through world generation, humans will almost always become friendly with dwarves, most likely become enemies with [[goblin]]s and [[elf|elves]], and may possibly become enemies with [[kobold]]s and [[animal people]]. <br />
<br />
The devouring of sapient beings and of dead enemy combatants are the two most horrific crimes to humans, who see them as unthinkable acts; this puts them at odds with both elves and goblins, who are more lenient. Humans routinely use torture to extract information and to set an example, but find torture for sport appalling and shun the torture of animals. <br />
<br />
In stark contrast to the ethics of elves, kobolds and animal people, humans find keeping trophies of animals, sapient beings and of other humans perfectly acceptable. Like dwarves, humans find killing animals, enemies and plants acceptable. However, humans can avoid punishment for killing other humans if the killing had been done for good reason, unlike dwarves who sentence murderers to death regardless of whether they can provide justification. Humans find the killing of neutral beings acceptable so long as there are no repercussions. <br />
<br />
Human ethics regarding crime are the same as dwarven ethics (where assault, theft, trespassing and vandalism are seriously punished while some crimes such as breaking oaths and treason are punishable by death) with the one exception being that slavery is considered acceptable. Human [[Personality trait|values]], unlike other races', are randomized in every world generation, as to fit with the common thought of humans being the most varied and flexible race.<br />
<br />
==Playing as Humans in Fortress Mode==<br />
===Human Mercenaries/Performers===<br />
If you have a [[tavern]] in your dwarven fortress and you live near a human civilization, humans may visit your fortress. You cannot assign them labours unless they become citizens. In time, some of them might petition for long-term residency, either as performers or as mercenaries. As a performer, they will remain in your inn and perform music, tell stories and poetry, and provide social interaction for your dwarves. As a mercenary, they will have a weapon skill, and can be enlisted in your army and controlled as you would any dwarf. Because humans are larger than dwarves, they can wield weapons that your dwarves cannot wield, such as [[two-handed sword]]s, [[pike]]s, and [[maul]]s. Unlike dwarves, humans do not suffer from [[cave adaptation]] so human mercenaries may be better suited to fighting outdoors. Turning a dwarven fortress into a human-only fort takes a very long time, because usually two years pass before they apply for citizenship.<br />
<br />
===Starting a Human Fortress===<br />
{{mod}}<br />
To start a "Human Town" (or, alternately, an Elven Forest Retreat, Goblin Tower or Kobold Cave) one need only add the tag [SITE_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should never do this after having already generated a world, as it will not work with an already-generated world. It's also advisable to only have one race playable at a time by removing the [SITE_CONTROLLABLE] tag from all but the race you wish to play, as having multiple playable races forces you to navigate the civilization selection UI in the embark screen. The Elves can carry with them many different pets upon embarking, and the races will start with the appropriate food and plants (for example, humans have prickle berries instead of plump helmets by default). Also, one of the 7 humans you start with will be a "warlord" and will not work.<br />
Another thing to note is that, when playing as humans in fortress mode, humans are unable to make adamantine wafers unless modded to do so. They can, however, work adamantine as cloth.<br />
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{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Humanoids}}<br />
{{Category|Races}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Coat&diff=232670Coat2017-09-06T16:07:43Z<p>Bouchart: Redirected page to DF2014:Clothing</p>
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<div>#REDIRECT [[DF2014:Clothing]]</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Crossbow&diff=232669Crossbow2017-09-06T15:15:15Z<p>Bouchart: /* Logistics */</p>
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<div>{{Quality|Exceptional|18:26, 23 August 2014 (UTC)}}<br />
{{av}}<br />
<br />
:''See [[Weapon]] for a general overview of weapons and related information.''<br />
[[File:DaVinci Crossbow.JPG|thumb|220px|Sketch by Leonardo da Vinci, c. 1500]]<br />
'''Crossbows''' are the only native ranged [[weapon]] available to dwarves (although one can also acquire blowguns and bows through trading or looting of failed [[siege]]s). While more difficult to set up than melee weapons, crossbows have the distinct advantage of allowing dwarves to fight at range, often killing enemies before they can enter melee distance. They are thus an excellent support weapon, especially if you have already filled out your <s>meat shields</s> melee squad(s).<br />
<br />
== Production ==<br />
Crossbows can be made from a variety of materials, be they [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a dedicated [[bowyer's workshop]] using the [[bowyer]] skill, whereas metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill. Making a crossbow from bone takes only one bone off a stack.<br />
<br />
Crossbows shoot [[bolt]]s, which are made in [[stack]]s of 25 (for wood and metal) or 5 (for bones); wooden and bone bolts are made at a [[craftsdwarf's workshop]], metal bolts are made at a metalsmith's forge.<br />
<br />
== Ranged combat ==<br />
Crossbows shoot [[bolt]]s as their [[ammunition]], and will engage targets up to 20 tiles away, including shooting down z-levels. Shot bolts may miss the target and fly a bit further than intended, potentially striking another foe (but '''never''' a friendly soldier on the other side).<br />
<br />
The material that the crossbows are made of are irrelevant to ranged combat, where the [[quality]] of the craftsmanship and [[skill]] of the marksdwarf determine accuracy, and the quality and material of the [[bolt]]s themselves (metal being better than bone being better than wood) determines damage. If you are confident your melee soldiers can keep your marksdwarves safe from melee engagements and have a skilled [[bowyer]], then easily-produced, high-quality wooden or bone crossbows are excellent equipment for your marksdwarves.<br />
<br />
As can be expected, targets that are stationary are much easier to hit than those that are moving. Since marksdwarves can down targets at range, they do a much better job taking down fleeing thieves and goblin ambushes that your regular soldiers might not be able to catch.<br />
<br />
== Melee combat ==<br />
Nonetheless, marksdwarves that are approached by enemies will engage in melee combat with them, using the butt of their crossbows like [[Hammerman|hammers]]. Because of this it is useful to [[cross-training|cross-train]] your dwarves with hammering skill, so that they will be better able to stand their ground in a fight, but a marksdwarf fighting a similarly armed and armored enemy with a melee weapon will usually lose either way. Focusing their training in defensive skills such as Blocking and Dodging is much more convenient, since it lets them at least hold off the enemy long enough to give a soldier more suited for melee combat a chance to surprise the enemy and dispatch them quickly.<br />
<br />
The denser the material, the more damage a crossbow butt-strike will do in melee combat. Metal, specifically copper with its SOLID_DENSITY of 8930, performs the best and [[feather tree]] wood the worst. Equipping your [[fortress guard]] with light wooden crossbows will reduce the severity of the [[Justice#Punishments|beatings]] they deliver while still allowing them to pincushion enemy soldiers with masterwork steel bolts.<br />
<br />
== Logistics ==<br />
Crossbows require bolts and a quiver to fire, otherwise crossbows are used as hammers. Bolts are typically carried in [[Equipment#Quivers|quivers]], which can be made of leather from [[leatherworking]], obtained from [[caravan|caravans]], or as [[goblinite]].<br />
<br />
When shot, one of two things will happen: either the bolt will shatter on impact with the ground or the target, or it will stay whole and, when all's said and done, be retrievable. This is a bit difficult, however, as shot bolts are automatically [[forbidden]] by default; in the [[orders]] screen, under [F]orbid, you can change it so that shot ammunition is automatically claimed. Otherwise, the easiest way to reclaim spent ammunition is to find them in the [[stocks]] screen and unforbid them.<br />
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Military barracks for [[Soldier#Marksdwarves|marksdwarves]] require [[archery target]]s for training. [[Bolt]]s will be a constant demand from a training marksdwarf squad, though you can just create a large stock of wooden bolts for training purposes and reserve metal bolts for actual combat use.<br />
<br />
== Hunting ==<br />
[[Ambusher|Hunters]] use crossbows when hunting; [[migrant]] hunters automatically arrive with a free crossbow and a small number of bolts, and hunters will automatically pick one up from your ammunition stockpile when they go hunting, as well as the necessary [[quiver]] and [[bolt]]s. Hunters have a special [[Military_interface#Ammunition|section]] in the military screen, from which you can modify their ammunition allotment. Disabling the hunting labor will cause them to drop their weapon and equipment at the nearest applicable stockpile, and is absolutely necessary if you have embarked in a particularly [[evil|fun]] location. Hunters usually give up on hunting if they run out of carried ammunition.<br />
<br />
== Forging and Melting ==<br />
* Metal crossbows cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.<br />
* When a non-adamantine metal crossbow is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.<br />
* When an adamantine crossbow is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''<br />
<br />
==Bugs==<br />
* If squad is assigned multiple ammo types, dwarves with "individual choice ranged" carry wrong ammo{{bug|1374}}. (Fixed in 0.42.03?)<br />
<br />
==See Also==<br />
[[Crossbowman]]<br/><br />
[[Archery]]<br />
<br />
{{Translation| dwarven = metul-egdoth | elvish = arifi-ramí | goblin = sakor-uneg | human = om-ethro}}<br />
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{{gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_CROSSBOW}}}}<br />
{{Weapons}}<br />
{{Category|Weapons}}<br />
{{Category|Military}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Relationship&diff=232621Relationship2017-08-31T18:19:56Z<p>Bouchart: Force</p>
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<div>{{Quality|Exceptional|20:55, 20 September 2016 (UTC)}}<br />
{{av}}<br />
{{old}}<br />
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf. Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.<br />
<br />
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.<br />
(Note that the relationships screen is mouse-enabled.)<br />
<br />
== Types ==<br />
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):<br />
* Kin relationships<br />
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.<br />
**'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.<br />
**'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides [[Location|socialize]] and distract their parents, but their death causes a very strong bad thought. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.<br />
**'''Parent''' - If the dwarf has known parents, they will appear here.<br />
**'''Grandparent''' - Like known parents. They're separated into "paternal" and "maternal". (In listing order may be mixed with siblings)<br />
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.<br />
**'''Aunt/Uncle''' - If the has known aunts or uncles, they will appear here. Often these don't live in the same fortress.<br />
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here. Again, nieces and nephews often don't live at the same fortress.<br />
**'''Cousin''' - If the dwarf has known cousins, they will appear here. Cousins often don't live in the fortress. <br />
* Spiritual relationships<br />
**'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Dwarves can have different levels of worship ("ardent", "faithful", "casual", and "dubious"). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}<br />
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.<br />
**'''Force''' - An [[elf]] may worship a force of nature. This works the same as worship of a deity.<br />
* Professional relationships<br />
**'''Apprentice''' - [[Scholar]]s, [[performer]]s, and [[necromancer]]s can take apprentices, who they will teach what they know. Apprentices sometimes don't live in the fortress. One master can have many apprentices.<br />
**'''Master''' - Master to an apprentice. Sometimes migrants and visitors have a master that doesn't live in the fortress.<br />
**'''Former Master''' - A creature can have more than one former master.<br />
**'''Former Apprentice''' - A creature that once learned from this one.<br />
* Animal relationships<br />
**'''Pet''' - The dwarf's [[pet]] companion, who they have adopted (or in the case of [[cat]]s, the dwarf was adopted by them). If the pet is a [[grazer]], the owner will periodically feed them, allowing them to roam free without the need of a [[pasture]]. Dwarves can have multiple pets.<br />
**'''Bonded animal''' - [[Animal trainer]]s typically form bond with the animals they work with over time. The death of a bonded animal causes a bad thought to the trainer.<br />
* Non-kin personal relationships<br />
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.<br />
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.<br />
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}<br />
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the loss's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.{{verify}}<br />
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.<br />
<br />
==Other familial relationships==<br />
Dwarves can have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such "extended family" are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. <br />
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.<br />
<br />
==Making friends==<br />
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats'.<br />
<br />
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the <s>interesting</s> amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.<br />
<br />
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.<br />
<br />
Dwarves who are compatible enough, and who chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have an age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!). (However, it might be possible for a widow/widower dwarf to end up taking a new lover or spouse in very rare situations.){{verify}}. Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.<br />
<br />
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships. In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.<br />
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It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.<br />
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{{Category|Relationships| }}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Tree&diff=232581Tree2017-08-30T18:08:55Z<p>Bouchart: /* Growing trees */</p>
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<div>{{quality|exceptional}}<br />
{{av}}<br />
{{Translation<br />
| dwarven = dák<br />
| elvish = thelire<br />
| goblin = tonspe<br />
| human = akan<br />
}}<br />
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or most mountainous of maps, and below ground in the [[caverns]]. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that "trees" in Dwarf Fortress also covers things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).<br />
<br />
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus the amount of local trees greatly affects fortress development, as without a ready source of wood the player will be forced to rely on [[trade]] to get it. Tree growth density on the embark site is determined by its [[biome]], so it's displayed with the rest of the biome properties (temperature, etc.) on the "Choose Fortress Location" screen at [[embark]].<br />
<br />
== Structure ==<br />
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]<br />
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of "growths" (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tiles and the extent of the root system doesn't seem to vary with species.<br />
<br />
Graphically, vertical 1x1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.<br />
<br />
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.<br />
<br />
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Mushroom cap trees that grow in the caverns underground don't have branches - instead they have a '''cap'''<br />
consisting of ramps that can be walked up on.<br />
<br />
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking. Twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be climbed through and jumped over like twigs.<br />
<br />
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.<br />
<br />
<gallery caption="Heights of a tree" widths="90px" heights="90px" perrow="5"><br />
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill<br />
File:Tree0.png|Ground level: trunk<br />
File:Tree+1.png|1 level above ground, trunk, branches and twigs<br />
File:Tree+2.png|2 levels above ground<br />
File:Tree+3.png|3 levels above ground, includes some Open Space<br />
File:Tree+4.png|4 levels above ground<br />
File:Tree+5.png|5 levels above ground<br />
File:Tree+6.png|6 levels above ground<br />
File:Tree+7.png|7 levels above ground, only Open Space<br />
</gallery><br />
<br />
=== Growths ===<br />
Growths are the things that grow ''on'' a tree, i.e. they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one unsurprisingly being leaves.<br />
<br />
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into colorful patchwork.<br />
<br />
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo{{k|k}}ing at the ground after that will show "<tree> flowers" in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered will give fruit.<br />
<br />
Fruit can be picked from trees in Adventure mode, Fort mode harvesting is done with [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at [[still]]. Cutting a tree with fruit causes the fruits to vanish{{verify}}.<br />
<br />
== Chopping down trees ==<br />
{{main|Woodcutting}}<br />
<br />
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to "prune" trees by chopping down only parts of them.<br />
<br />
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).<br />
<br />
== Products ==<br />
=== Wood ===<br />
{{main|Wood}}<br />
<br />
One of the variation between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.<br />
<br />
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.<br />
<br />
=== Fruit ===<br />
Various kinds of tree produce fruit. In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Plant collection|plant gathering zone]]. [[Elf|Elves]] will also bring fruit to [[trading|trade]]. Fruit can be eaten, producing [[seed]]s.<br />
<br />
== Growing trees ==<br />
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called "young &lt;tree&gt;" instead of sapling, but the concept is the same. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone. Additionally, saplings on soil cavern floors will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.<br />
<br />
Trees ''cannot'' be specifically "planted"; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this. It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the [[caverns]] subterranean flora (including trees) will begin to grow on any exposed and previously bare soil within your fortress; this can be annoying when a copse of blood thorns suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.<br />
<br />
If a sapling grows into a tree, it can block off narrow areas, such as one tile long hallways in a muddy cavern layer. This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.<br />
{{clear}}<br />
<br />
== Standard Trees ==<br />
<br />
These are the trees defined in the file plant_standard.txt. Before v40.0.1, trees were a single-tile feature. Since then, they were heavily redesigned and became multi-tiled. They also now produce growths, some of which can be eaten or cooked.<br />
<br />
<!-- default template (see Template:Multi-tile_tree_table_row for more details)<br />
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=<br />
|tile1=<br />
|drink=|drinkv=|eat=|cook=<br />
|grow1=<br />
}}<br />
--><br />
{{multi-tile tree table head}}<br />
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|•|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430<br />
|tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk<br />
|tile2={{tile|─|2:0}} thick branches<br />
|tile3={{tile|¼|2:0}} roots<br />
|eat=y|cook=y<br />
|grow1={{tile|♣|7:1}} flower<br />
|grow2={{tile|•|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|*|2:0}} branches<br />
|tile3={{tile|*|2:0}} twigs<br />
|tile4={{tile|¼|6:0}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|*|2:0}} needle<br />
|grow2={{tile|*|6:0}} seed cone<br />
|grow3={{tile|*|4:0}} pollen cone<br />
}}<br />
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|2:0}} branches<br />
|tile3={{tile|;|2:0}} twigs<br />
|tile4={{tile|¼|6:0}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|*|2:0}} scale-leaf<br />
|grow2={{tile|*|6:0}} seed cone<br />
|grow3={{tile|*|5:0}} pollen cone<br />
}}<br />
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|2:0}} flower<br />
|grow3={{tile|•|6:0}} acorn<br />
}}<br />
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|6:1}} flower<br />
|grow3={{tile|•|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600<br />
|eat=n|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} seed pod<br />
}}<br />
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|•|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|*|7:1}} pollen catkin<br />
|grow3={{tile|*|7:1}} seed catkin<br />
|grow4={{tile|*|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Wet Cavern/Layers 1-2|dry=b|dense=0.600<br />
|tile1={{tile|O|7:1}} trunk<br />
|tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.650<br />
|tile1={{tile|O|0:1}} trunk<br />
|tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Wet Cavern/Layer 3|dry=b|dense=0.550<br />
|tile1={{tile|O|1:0}} trunk<br />
|tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.600<br />
|tile1={{tile|O|4:1}} trunk<br />
|tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Wet Cavern/Layers 1-2|dry=b|dense=0.600<br />
|tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk<br />
|tile2={{tile|¼|6:1}} branches<br />
|tile3={{tile|;|6:1}} twigs<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.500<br />
|tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.600<br />
|tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk<br />
|tile2={{tile|─|3:0}} thick branches<br />
|tile3={{tile|¼|3:0}} branches<br />
|tile4={{tile|;|3:0}} twigs<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Cavern/Layer 3|dry=b|dense=1.250<br />
|tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk<br />
|tile2={{tile|─|4:0}} thick branches<br />
|tile3={{tile|¼|4:0}} branches<br />
|tile4={{tile|;|4:0}} twigs<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200<br />
|tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk<br />
|tile2={{tile|¼|5:0}} roots<br />
|eat=n|cook=n<br />
}}<br />
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100<br />
|tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk<br />
|tile2={{tile|─|7:1}} thick branches<br />
|tile3={{tile|¼|7:1}} branches<br />
|tile4={{tile|;|7:1}} twigs<br />
|tile5={{tile|¼|7:1}} roots<br />
|eat=n|cook=y<br />
|grow1={{tile|♠|7:1}} down<br />
|grow2={{tile|%|7:1}} egg<br />
}}<br />
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|3:1}} flower<br />
}}<br />
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590<br />
|eat=n|cook=n<br />
|grow1={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} needle<br />
|grow2={{tile|*|6:0}} seed cone<br />
|grow3={{tile|*|2:0}} pollen cone<br />
}}<br />
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|7:1}} pollen catkin<br />
|grow3={{tile|*|7:1}} seed catkin<br />
|grow4={{tile|*|2:0}} burr<br />
}}<br />
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|2:0}} branches<br />
|tile3={{tile|;|2:0}} twigs<br />
|tile4={{tile|¼|6:0}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|4:0}} pollen catkin<br />
|grow3={{tile|*|6:0}} seed catkin<br />
|grow4={{tile|*|6:0}} cone<br />
}}<br />
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650<br />
|tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk<br />
|tile2={{tile|¼|2:0}} branches<br />
|tile3={{tile|;|2:0}} twigs<br />
|tile4={{tile|¼|7:1}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|*|6:0}} seed catkin<br />
}}<br />
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140<br />
|eat=n|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|•|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520<br />
|drink=Mango wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|4:1}} flower<br />
|grow3={{tile|•|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
}}<br />
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430<br />
|eat=n|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|eat=y|cook=y<br />
|grow1={{tile|*|2:0}} leaf<br />
|grow2={{tile|♣|2:0}} spathe<br />
|grow3={{tile|•|6:0}} fruit<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single fruit.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards.<br />
<br />
== New Trees ==<br />
<br />
"New trees" are defined in the file plant_new_trees.txt. The wood density of these trees have not been researched yet, so they all have a density of 0.600g/cm³. Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.<br />
<br />
{{multi-tile tree table head}}<br />
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y<br />
|tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|4:1}} flower<br />
}}<br />
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y<br />
|tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|drink=Banana beer|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|4:0}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|drink=Carambola wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|3:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|drink=Durian wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:0}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|drink=Guava wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|drink=Papaya wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|6:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|drink=Rambutan wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=n|cook=n<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|2:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|drink=Custard-apple cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|2:1}} flower<br />
|grow3={{tile|%|6:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.600<br />
|tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk<br />
|tile2={{tile|¼|6:0}} roots<br />
|drink=Date wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|*|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|5:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|drink=Lychee wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|5:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|0:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.600<br />
|drink=Pomegranate wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|4:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Apple cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|4:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Apricot wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.600<br />
|drink=Bayberry wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|*|6:0}} seed catkin<br />
|grow4={{tile|%|5:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Cherry wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|%|7:1}} seed<br />
}}<br />
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:1}} pollen catkin<br />
|grow3={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Peach cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|5:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Perry|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|2:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|2:1}} pollen catkin<br />
|grow3={{tile|%|6:0}} nut<br />
}}<br />
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Persimmon wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|4:1}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Plum wine|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|5:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|drink=Sand pear cider|drinkv=10|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|♣|7:1}} flower<br />
|grow3={{tile|%|6:0}} fruit<br />
}}<br />
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600<br />
|eat=y|cook=y<br />
|grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf<br />
|grow2={{tile|*|6:0}} pollen catkin<br />
|grow3={{tile|♣|2:1}} flower<br />
|grow4={{tile|%|6:0}} nut<br />
}}<br />
|}<br />
<br />
'''Notes:'''<br />
:<sup>1</sup> This is the value for a stack of 5 units, which is the number rendered from a single fruit.<br />
:<sup>2</sup> Anything that can be cooked is edible afterwards.<br />
:<sup>3</sup> These trees do not produce wood when cut.<br />
<br />
==Bugs==<br />
* Dwarves tend to get stuck in trees {{bug|9252}}. Constructing an access stairway or chopping down the tree can free stranded dwarves.<br />
* Trees grow through bridges. {{bug|7872}}<br />
* Cutting down trees can leave a hole in the floor if the layer below has been mined. {{bug|8469}} <br />
<br />
{{Plants}}<br />
<br />
[[Category:Map tiles]]<br />
{{Category|Trees}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Draltha&diff=232579Draltha2017-08-30T01:22:52Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Exceptional|19:18, 5 July 2010 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=no<br />
|contrib=no<br />
|bone=28-40<br />
|meat=25-108<br />
|fat=12-36<br />
|eye=2<br />
|lung=4-6<br />
|heart=1<br />
|intestine=7-10<br />
|liver=2-3<br />
|tripe=2-3<br />
|sweetbread=1<br />
|spleen=1<br />
|kidney=2<br />
|brain=2-3<br />
|skull=1<br />
|skin=hide<br />
|teeth=1<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Dralthas''' are massive [[creature]]s who dwell on the first and second [[Caverns|underground]] layers. They don't actively seek fights but are huge—about half the weight of an [[elephant]]—and able to kill a [[dwarf]] with ease, often ripping them in half in the process. It is advisable to herd them into [[cage]] [[trap]]s, or keep dwarves away from them if they make their way into commonly used pathways, as they will attack if dwarves brush by them enough.<br />
<br />
Once captured, dralthas can be trained with an [[animal trainer]], and have a high [[pet]] value of 500. Draltha products are worth three times as much as those from [[domestic animal]]s, and they are common enough to make capturing a breeding herd easy. Their large size means they produce a good amount of meat and bones when butchered. Keep in mind that they are grazing creatures, which require a [[pasture]] in order to survive once trained. Because of their size each will need a fairly large pasture.<br />
<br />
Unlike most animals, dralthas can't be spawned in the [[object testing arena]].<br />
<br />
Some dwarves [[Preferences|like]] dralthas for their ''lustrous manes''.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=User:Bouchart&diff=232369User:Bouchart2017-08-15T18:04:28Z<p>Bouchart: Blanked the page</p>
<hr />
<div></div>Boucharthttps://dwarffortresswiki.org/index.php?title=Butcher&diff=232365Butcher2017-08-14T21:45:48Z<p>Bouchart: /* Fortress Mode */</p>
<hr />
<div>{{Quality|Masterwork|22:00, 13 August 2017 (UTC)}}<br />
{{Skill<br />
| color = 6:0<br />
| skill = Butcher<br />
| profession = [[Farmer]]<br />
| job name = [[Butchery]]<br />
| tasks =<br />
* Butcher [[animal]]<br />
| workshop = [[Butcher's shop]]<br />
| attributes =<br />
* Strength<br />
* Agility<br />
* Endurance<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''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]].<br />
<br />
==Fortress Mode==<br />
<br />
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).<br />
<br />
To slaughter an animal, do one of the following:<br />
* 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<br />
* 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.<br />
<br />
Only tame/trained creatures can be slaughtered, and any adopted [[pet]]s are exempt (and will be automatically undesignated if they happen to be adopted while being led to the chopping block).<br />
<br />
Assuming you have enabled "Auto slaughter" 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 "auto slaughter" is ''disabled'' in workshop orders, then nothing at all will happen, since the "slaughter animal" job cannot be added manually.<br />
<br />
If the "Auto butcher" 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.<br />
<br />
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). In the unusual case where you have granted citizenship to a [[goblin]], which has the ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER ethic, a goblin butcher will not be able to butcher sapient creatures either.<br />
<br />
<br />
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.<br />
<br />
Note that while a butcher's shop also has the "Extract from dead animal" 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]].<br />
<br />
==Adventurer Mode==<br />
How to butcher in [[adventurer mode]]:<br />
<br />
# If the corpse is in your inventory, {{k|d}}rop it or equip it by {{k|r}}emoving it.<br />
# If the corpse is on the ground, move onto the same tile as it.<br />
# 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]].<br />
# Press {{k|x}} to open the action menu. Then select "{{k|b}}utcher", press {{k|→}} and select the corpse that you want to butcher, press {{k|→}} again and pick the tool that you want to use.<br />[[File:Butchery_adv_action_menu.PNG]]<br />
<br />
You will then proceed to butcher the corpse, dropping all of the products on the same tile as yourself.<br />
<br />
<br />
Also note that small animals like ravens cannot be butchered.<br />
<br />
==Effect of skill==<br />
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]].<br />
<br />
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 "gather refuse from outside" ({{k|o}}-{{k|r}}-{{k|o}})<br />
<br />
==Troubleshooting==<br />
If your butcher keeps cancelling jobs with "Needs butcherable unrotten nearby item", check the following:<br />
<br />
*The corpse isn't rotten<br />
*The corpse is in a stockpile or within 20 tiles of the butcher shop<br />
*The corpse is large enough for butchering<br />
*The corpse wasn't sapient<br />
*The corpse wasn't tame or trained<br />
*Your butcher can access the corpse and workshop<br />
*The corpse isn't currently tasked for a job (such as hauling to a stockpile)<br />
*The corpse doesn't belong to an animal who is so small, it can't be butchered.{{bug|0874}}<br />
<br />
==Butchering sapients==<br />
{{mod}}<br />
<br />
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].<br />
<br />
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].<br />
<br />
==Bugs==<br />
*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.<br />
*Dwarves will not disassemble (butcher) skeletons of sentient creatures for their bones.{{bug|1180}}<br />
*Butcher returns of sentient creatures are unusable, regardless of adventurer's ethics.{{bug|9171}}<br />
*Some animals can be too small to be butchered, such as buzzards, rabbits, and barn owls.{{bug|0874}}<br />
<br />
==See also==<br />
*[[Meat industry]]<br />
<br />
{{Translation<br />
| dwarven = lokast<br />
| elvish = uwale<br />
| goblin = slust<br />
| human = rashcat<br />
}}<br />
<br />
{{Skills}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Farmer%27s_workshop&diff=232005Farmer's workshop2017-07-30T01:32:30Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Exceptional|19:50, 12 June 2010 (UTC)}}{{Workshop|name=Farmer's workshop|key=w|job=[[Thresher|Plant processing]], [[Milker|Milking]], [[Cheese maker|Cheese making]], [[Shearer]], [[Spinner]], [[Papermaker]]<br />
|construction=<br />
* [[Building material]] (non-[[economic]])<br />
|construction_job=<br />
Any Workshop Farming:<br />
* [[Thresher|Plant processing]]<br />
* [[Milker|Milking]]<br />
* [[Cheese maker|Cheese making]]<br />
* [[Spinning]]<br />
* [[Shearing]]<br />
* [[Papermaking]]<br />
|use=<br />
* Various [[crop]]s<br />
* [[Container|Bags, barrels]] and [[vial]]s for their respective tasks<br />
* Various animals and [[milk]]<br />
* [[Wool]]/[[Hair]]<br />
|production=<br />
* [[Pig tail]] [[thread]]s (process plants)<br />
* [[Rope reed]] [[thread]]s (process plants)<br />
* [[Quarry bush]] leaves and [[rock nut]]s (process plants to [[bag]])<br />
* [[Dwarven syrup]] and [[sweet pod]] seeds (process plants to [[barrel]])<br />
* [[Golden salve]] (process plants to [[vial]])<br />
* [[Milk]]<br />
* [[Cheese]]<br />
* [[Wool]]<br />
* [[Yarn]]<br />
* [[Hair]] [[thread]]s<br />
* [[Sheet]]<br />
}}{{av}}<br />
<br />
The '''Farmer's workshop''' is the [[workshop]] used for any [[job]]s involving processing [[plant]]s or [[animal]] products. It is built with any construction material, and it must be built by a [[dwarf]] with the [[Thresher|Plant processing]], [[Milker|Milking]], [[Shearer]], [[Spinner]], or [[Cheese maker|Cheese making]] [[labor]] enabled.<br />
<br />
[[Gelding]] also occurs at a farmer's workshop. This is not a selectable menu option. Instead, any animals that are designated to be gelded will automatically be assigned a gelding job at a farmer's workshop.<br />
<br />
==Menu==<br />
'''Farmer's Workshop'''<br />
<br />
*{{k|p}} :Process Plants <nowiki>[</nowiki>[[pig tail]]s, [[rope reed]], [[flax]] plants, [[jute]] plants, [[hemp]] plants, [[cotton]] plants, [[ramie]] plants, and [[kenaf]] plants into thread]<br />
*{{k|l}} :Process Plants (to Barrel) <nowiki>[</nowiki>[[sweet pod]]s into [[dwarven syrup]] and [[seed]]s]<br />
*{{k|v}} :Process Plants (to Vial) <nowiki>[</nowiki>[[valley herb]]s into [[golden salve]]]<br />
*{{k|c}} :Make Cheese<br />
*{{k|m}} :Milk Creature<br />
*{{k|s}} :Shear Creature<br />
*{{k|S}} :Spin Thread<br />
*{{k|b}} :Process plant to bag <nowiki>[</nowiki>[[quarry bush]]es into [[leaves]] and rock nuts]<br />
* Make [[sheet]] from plant <nowiki>[</nowiki>[[papyrus]] sedge into papyrus [[sheet]]s]<br />
<br />
==Common Uses==<br />
*Turn plants into [[thread]], for [[weaving]] at a [[loom]]. <br />
*Turn certain plants into [[food]] and [[extracts]]<br />
*Harvest [[milk]] and turn it into [[cheese]]. <br />
<br />
==See Also==<br />
*[[Textile industry]]<br />
<br />
{{Workshops}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Seed&diff=232002Seed2017-07-29T15:30:14Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Superior|20:28, 29 May 2013 (UTC)}}<br />
{{av}}<br />
<br />
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''<br />
:''For information on seed management, see [[How do I manage my seeds and crops]]?''<br />
<br />
'''Seeds''' are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seeds generally can't be mixed within a bag, so storing seeds of 10 different types requires 10 (or more) different bags (though a bug does cause dwarves to combine seeds occasionally).<br />
<br />
Seeds can be brought on embark or obtained by [[trading]]. They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds.<br />
<br />
A few types of seeds, such as macadamia nuts or walnuts, can't be planted at all, and are useful only for cooking.<br />
<br />
__TOC__<br />
==Seed List==<br />
<br />
The seeds of the following 155 plants can be stockpiled:<br />
<br />
* [[Abaca]] seeds<br />
* [[Acacia]] seeds<br />
* [[Oak|Acorns]]<br />
* [[Alfalfa]] seeds<br />
* [[Almond]]s<br />
* [[Apple]] seeds<br />
* [[Apricot]] Pits<br />
* [[Artichoke]] seeds<br />
* [[Asparagus]] seeds<br />
* [[Avocado]] pits<br />
* [[Bambara groundnut]]<br />
* [[Banana]] seeds<br />
* [[Barley]] seeds<br />
* [[Bayberry]] seeds<br />
* [[Beet]] seeds<br />
* [[Bilberry]] seeds<br />
* [[Bitter melon]] seeds<br />
* [[Bitter orange]] seeds<br />
* [[Bitter vetch]] seeds<br />
* [[Blackberry]] seeds<br />
* [[Blade weed]] seeds<br />
* [[Blood amaranth]] seeds<br />
* [[Blueberry]] seeds<br />
* [[Broad bean]]<br />
* [[Buckwheat]] seeds<br />
* [[Cabbage]] seeds<br />
* [[Cacao tree|Cacao]] beans<br />
* [[Candlenut]]s<br />
* [[Caper]] seeds<br />
* [[Carambola]] seeds<br />
* [[Cashew]]s<br />
* [[Cassava]] seeds<br />
* [[Cave wheat]] seeds<br />
* [[Celery]] seeds<br />
* [[Cherry]] Pits<br />
* [[Chestnut]]s<br />
* [[Chickpea]]<br />
* [[Chicory]] seeds<br />
* [[Citron]] seeds<br />
* [[Coffee]] beans<br />
* [[Cotton]] seeds<br />
* [[Cowpea]]<br />
* [[Cranberry]] seeds<br />
* [[Cucumber]] seeds<br />
* [[Custard-apple]] seeds<br />
* [[Date palm]] seeds<br />
* [[Desert lime]] seeds<br />
* [[Dimple cup]] Spawn<br />
* [[Durian]] seeds<br />
* [[Eggplant]] seeds<br />
* [[Elephant-head amaranth]] seeds<br />
* [[Finger lime]] seeds<br />
* [[Finger millet]]<br />
* [[Fisher berry]] seeds<br />
* [[Flax]] seeds<br />
* [[Fonio]]<br />
* [[Foxtail millet]]<br />
* [[Garden cress]] seeds<br />
* [[Garlic]] seeds<br />
* [[Ginkgo]] seeds<br />
* [[Grape]] seeds<br />
* [[Guava]] seeds<br />
* [[Hard wheat]] seeds<br />
* [[Hazel]] nuts<br />
* [[Hemp]] seeds<br />
* [[Hide root]] seeds<br />
* [[Horned melon]] seeds<br />
* [[Jute]] seeds<br />
* [[Kaniwa]] seeds<br />
* [[Kenaf]] seeds<br />
* [[Kumquat]] seeds<br />
* [[Leek]] seeds<br />
* [[Lentil]]<br />
* [[Lesser yam]] seeds<br />
* [[Lettuce]] seeds<br />
* [[Lime]] seeds<br />
* [[Long yam]] seeds<br />
* [[Longland grass]] seeds<br />
* [[Lychee]] seeds<br />
* [[Macadamia]] nuts<br />
* [[Maize]]<br />
* [[Mango tree|Mango]] pits<br />
* [[Mung bean]]<br />
* [[Muskmelon]] seeds<br />
* [[Oats]] seeds<br />
* [[Olive]] pits<br />
* [[Onion]] seeds<br />
* [[Orange]] seeds<br />
* [[Papaya]] seeds<br />
* [[Papyrus sedge]] seeds<br />
* [[Paradise nut]]s<br />
* [[Parsnip]] seeds<br />
* [[Passion fruit]] seeds<br />
* [[Pea]]<br />
* [[Peach]] pits<br />
* [[Peanut]]<br />
* [[Pear]] seeds<br />
* [[Pearl millet]]<br />
* [[Pecan]]s<br />
* [[Pendant amaranth]] seeds<br />
* [[Pepper]] seeds<br />
* [[Persimmon]] seeds<br />
* [[Pig tail]] seeds<br />
* [[Pineapple]] seeds<br />
* [[Plum]] pits<br />
* [[Plump helmet]] spawn<br />
* [[Pomegranate]] seeds<br />
* [[Pomelo]] seeds<br />
* [[Potato]] seeds<br />
* [[Prickle berry]] seeds<br />
* [[Purple amaranth]] seeds<br />
* [[Purple yam]] seeds<br />
* [[Quinoa]] seeds<br />
* [[Radish]] seeds<br />
* [[Rambutan]] seeds<br />
* [[Ramie]] seeds<br />
* [[Raspberry]] seeds<br />
* [[Rat weed]] seeds<br />
* [[Red bean]]<br />
* [[Red spinach]] seeds<br />
* [[Rhubarb]] seeds<br />
* [[Rice]]<br />
* [[Quarry bush|Rock nuts]]<br />
* [[Rope reed]] seeds<br />
* [[Round lime]] seeds<br />
* [[Rye]] seeds<br />
* [[Sand pear]] seeds<br />
* [[Single-grain wheat]] seeds<br />
* [[Sliver barb]] seeds<br />
* [[Soft wheat]] seeds<br />
* [[Sorghum]] seeds<br />
* [[Soybean]]<br />
* [[Spelt]] seeds<br />
* [[Spinach]] seeds<br />
* [[Squash]] seeds<br />
* [[Strawberry]] seeds<br />
* [[String bean]]<br />
* [[Sun berry]] seeds<br />
* [[Sweet pod]] seeds<br />
* [[Sweet potato]] seeds<br />
* [[Taro]] seeds<br />
* [[Tea]] seeds<br />
* [[Teff]]<br />
* [[Tomatillo]] seeds<br />
* [[Tomato]] seeds<br />
* [[Turnip]] seeds<br />
* [[Two-grain wheat]] seeds<br />
* [[Urad bean]]s<br />
* [[Walnut]]s<br />
* [[Watermelon]] seeds<br />
* [[Whip vine]] seeds<br />
* [[White millet]]<br />
* [[White yam]] seeds<br />
* [[Wild carrot]] seeds<br />
* [[Winter melon]] seeds<br />
<br />
==Seed Production==<br />
<br />
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). For information on where to grow, gather, or process specific plants consult the specific plant's page or the general [[crop]]s page.<br />
<br />
In order to prevent your fortress becoming cluttered with millions of seeds there is a cap of 200 seeds for each type of plant and a global cap of 3000 seeds. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200. Seed production is not affected by the global cap; rather, the oldest seeds in the fortress will be periodically removed to remain at or around 3000. Note that this removal may affect "strategic seed stockpiles" (i.e. seeds forbidden for use in case of dwarf stupidity), any crops that you grow only occasionally, and potentially any crops which have been prevented from producing seeds by the specific type cap. Both of these limits can be modified in the [[d_init.txt]] file. <br />
<br />
'''Note:''' In case you are confused about getting spam of messages like "Urist McFarmer cancels Plant seeds: Needs [seed name]", while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.<br />
<br />
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. <br />
<br />
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links ({{k|a}}). Set the secondary (smaller) pile to take from {{k|a}}nywhere and {{k|g}}ive to the main stockpile. Now, when a seed shows up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile. Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. <br />
<br />
As a workaround, you can finally make use of the peculiarities of stockpile commands: setting a stockpile to "take" from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.<br />
<br />
{{Translation<br />
| dwarven = lenod<br />
| elvish = are<br />
| goblin = ösmosp<br />
| human = ase<br />
}}<br />
==Bugs==<br />
<br />
*Dwarves compulsively store seeds in bags.{{bug|7869}}<br />
*Planted seeds removed from field by seed cap.{{bug|8107}}<br />
*Seeds carried by merchants count against fortress seed cap.{{bug|8108}}<br />
*Conflict between the two seed caps can remove an entire type of seed.{{bug|8091}}<br />
*Dye stored in barrels without bags.{{bug|9219}} This bug is believed to apply to seeds as well, based on the [http://www.bay12games.com/dwarves/ 01/19/2016 dev-log note]: "stop dumping dye/flour/seed/etc. bags out into barrels improperly".</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Skill&diff=228965Skill2017-02-06T22:03:50Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Exceptional|01:07, 4 February 2015 (UTC)}}<br />
{{av}}<br />
''See also: [[Combat skill]]''<br />
<br />
'''Skills''' are used by dwarves to accomplish almost every task in the game. A higher level of a skill allows a dwarf to accomplish the respective task more quickly and/or more effectively. Whenever a skill is used, [[experience]] is gained for that skill, allowing the dwarf to progress to higher skill levels.<br />
<br />
If a dwarf does not use a skill for a prolonged period of time, the skill will be labeled "rusty." If the rusty skill continues to remain unused, it will eventually be labeled "very rusty," or "V rusty" in game. Skills remaining at very rusty for prolonged periods of time will gradually suffer permanent experience loss. It is not possible in-game to know whether a given skill has suffered level loss, but any utility capable of reading exact XP levels will show a skill with a lost level as being at 100% of the XP required to take it to the next skill level. See [[#Skill rust|Rust]] below for more details.<br />
<br />
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped into three toggleable types: {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. Included on the list are the levels of each skill, and, if applicable, "rusty" or "V rusty" notifications.<br />
<br />
== Skill level names ==<br />
<br />
The names of skill levels are as follows, in order of the experience required to achieve them:<br />
{| class="wikitable"<br />
|-<br />
! Rank<br />
! Skill Name<br />
! Notes<br />
|-<br />
| 0<br />
| Not<br />
| (No skill)<br />
|-<br />
| 0<br />
| {{Raw Tile|Dabbling|6:0:0}}<br />
| (This level isn't displayed on the "prepare for journey carefully" screen.)<br />
|-<br />
| 1<br />
| {{Raw Tile|Novice|7:0:0}}<br />
| <br />
|-<br />
| 2<br />
| {{Raw Tile|Adequate|7:0:1}}<br />
| <br />
|-<br />
| 3<br />
| {{Raw Tile|Competent|3:0:0}}<br />
| <br />
|-<br />
| 4<br />
| {{Raw Tile|Skilled|3:0:0}}<br />
| <br />
|-<br />
| 5<br />
| {{Raw Tile|Proficient|3:0:0}}<br />
| (Max skill level you can embark with while "preparing for journey carefully".)<br />
|-<br />
| 6<br />
| {{Raw Tile|Talented|3:0:1}}<br />
| <br />
|-<br />
| 7<br />
| {{Raw Tile|Adept|3:0:1}}<br />
| <br />
|-<br />
| 8<br />
| {{Raw Tile|Expert|3:0:1}}<br />
| <br />
|-<br />
| 9<br />
| {{Raw Tile|Professional|2:0:1}}<br />
| <br />
|-<br />
| 10<br />
| {{Raw Tile|Accomplished|2:0:1}}<br />
| <br />
|-<br />
| 11<br />
| {{Raw Tile|Great|2:0:1}}<br />
| <br />
|-<br />
| 12<br />
| {{Raw Tile|Master|2:0:1}}<br />
| <br />
|-<br />
| 13<br />
| {{Raw Tile|High Master|2:0:1}}<br />
| <br />
|-<br />
| 14<br />
| {{Raw Tile|Grand Master|2:0:1}}<br />
| <br />
|-<br />
| 15+<br />
| {{Raw Tile|Legendary|5:0:1}}<br />
| <br />
|}<br />
<br />
== Skills in use ==<br />
Skills are never referred to in-game by "level number", but for all practical purposes, that is how they are treated by the game. "Dabbling" is not functionally a level, with "Novice" being level 1, and "Legendary" being any level 15 and up. <br />
<br />
All skills take (400 + 100 * the new level) experience points to gain a level, meaning Novice takes 500 experience points, and reaching Legendary from Grand Master takes 1900 experience points, or 18000 total experience.<br />
<br />
Many skills can gain practical levels beyond level 15, or "Legendary". Crafting skills with quality have a functional maximum of level 20, or "Legendary +5" as it is often called. This is used in determining [[item quality]], where skill level is tested with a series of "dice rolls" against successively higher targets. A Legendary +5 dwarf has a skill level of 20, which means they are guaranteed exceptional quality (quality level 4) unless they "critically fail" one of the quality rolls, and they additionally have a fairly decent percentage roll to succeed at making a masterwork. [[Attributes]] and [[trait]]s now play a role in crafting, however, so there are subtle layers of complexity in that.<br />
<br />
Labors with or without quality often have a time period associated with them, and skill levels reduce this significantly. Legendary +5 can eliminate all time required to do a job down to a single action, exponentially increasing productivity.<br />
<br />
Combat skills can scale upwards to a functionally impossible to reach degree, meaning that simply reaching Legendary in a combat skill only means they've just started climbing the ranks of the legendary warriors of Dwarf Fortress. A Legendary +100 warrior will more regularly hit and deal more damage than a "mere" Legendary +10, although it takes nearly three-quarters of a million more experience points to get there.<br />
<br />
==Skill penalties==<br />
Dwarves that are [[status icon|hungry, tired, or thirsty]] will work slower and produce lower quality goods. This is unimportant for some tasks such as wood cutting or furnace operating but you may want to halt construction of [[platinum]] [[statue]]s if your [[blacksmith]] is famished and hollow-eyed from lack of sleep.<br />
<br />
==Skills==<br />
<br />
{| style="margin: 0 auto"<br />
|-<br />
| valign='top' |<br />
<br />
{{Skill Box|Miner|7:0|7:0|<br />
* [[Miner]]<br />
}}<br />
<br />
{{Skill Box|[[Woodworker]]|6:1|6:1|<br />
* [[Bowyer]]<br />
* [[Carpenter]]<br />
* [[Wood cutter]]<br />
}}<br />
<br />
{{Skill Box|[[Stoneworker]]|7:1|7:1|<br />
* [[Engraver]]<br />
* [[Mason]]<br />
}}<br />
<br />
{{Skill Box|[[Ranger]]|2:0|2:0|<br />
* [[Ambusher]]<br />
* [[Animal caretaker]]<br />
* [[Animal dissector]]<br />
* [[Animal trainer]]<br />
* [[Trapper]]<br />
}}<br />
<br />
{{Skill Box|[[Doctor]]|5:0|5:0|<br />
* [[Bone doctor]]<br />
* [[Crutch-walker]]<br />
* [[Diagnostician]]<br />
* [[Surgeon]]<br />
* [[Suturer]]<br />
* [[Wound dresser]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|[[Farmer]]|6:0|6:0|<br />
* [[Beekeeper]]<br />
* [[Brewer]]<br />
* [[Butcher]]<br />
* [[Cheese maker]]<br />
* [[Cook]]<br />
* [[Dyer]]<br />
* [[Gelder]]<br />
* [[Grower]]<br />
* [[Herbalist]]<br />
* [[Lye maker]]<br />
* [[Milker]]<br />
* [[Miller]]<br />
* [[Potash maker]]<br />
* [[Presser]]<br />
* [[Shearer]]<br />
* [[Soaper]]<br />
* [[Spinner]]<br />
* [[Tanner]]<br />
* [[Thresher]]<br />
* [[Wood burner]]<br />
}}<br />
<br />
{{Skill Box|[[Fishery worker]]|1:0|1:0|<br />
* [[Fish cleaner]]<br />
* [[Fish dissector]]<br />
* [[Fisherdwarf]]<br />
}}<br />
<br />
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|<br />
* [[Armorsmith]]<br />
* [[Furnace operator]]<br />
* [[Metal crafter]]<br />
* [[Blacksmith|Metalsmith]]<br />
* [[Weaponsmith]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|[[Jeweler]]|2:1|2:1|<br />
* [[Gem cutter]]<br />
* [[Gem setter]]<br />
}}<br />
<br />
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|<br />
* [[Bookbinder]]<br />
* [[Bone carver]]<br />
* [[Clothier]]<br />
* [[Glassmaker]]<br />
* [[Glazer]]<br />
* [[Leatherworker]]<br />
* [[Papermaker]]<br />
* [[Potter]]<br />
* [[Stone crafter]]<br />
* [[Strand extractor]]<br />
* [[Wax worker]]<br />
* [[Weaver]]<br />
* [[Wood crafter]]<br />
}}<br />
<br />
{{Skill Box|[[Engineer]]|4:1|4:1|<br />
* [[Mechanic]]<br />
* [[Pump operator]]<br />
* [[Siege engineer]]<br />
* [[Siege operator]]<br />
}}<br />
<br />
{{Skill Box|Other Jobs|3:0|3:0|<br />
* [[Alchemy|Alchemist]]<br />
* [[Knapper]]<br />
}}<br />
<br />
{{Skill Box|[[Administrator]]|5:0|5:0|<br />
* [[Appraiser]]<br />
* [[Building designer]]<br />
* [[Organizer]]<br />
* [[Record keeper]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|[[Military]]|0:1|0:0|<br />
* [[Archer]]<br />
* [[Armor user]]<br />
* [[Axeman]]<br />
* [[Biter]]<br />
* [[Blowgunner]]<br />
* [[Bowman]]<br />
* [[Crossbowman]]<br />
* [[Dodger]]<br />
* [[Discipline]]<br />
* [[Fighter]]<br />
* [[Hammerman]]<br />
* [[Kicker]]<br />
* [[Knife user]]<br />
* [[Lasher]]<br />
* [[Maceman]]<br />
* [[Misc. object user]]<br />
* [[Pikeman]]<br />
* [[Shield user]]<br />
* [[Spearman]]<br />
* [[Striker]]<br />
* [[Swordsman]]<br />
* [[Thrower]]<br />
* [[Wrestler]]<br />
}}<br />
<br />
{{Skill Box|[[Broker]]|3:0|3:0|<br />
* [[Comedian]]<br />
* [[Conversationalist]]<br />
* [[Flatterer]]<br />
* [[Intimidator]]<br />
* [[Judge of intent]]<br />
* [[Liar]]<br />
* [[Negotiator]]<br />
* [[Persuader]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|Miscellaneous|3:0|3:0|<br />
* [[Climber]]<br />
* [[Concentration]]<br />
* [[Consoler]]<br />
* [[Leader]]<br />
* [[Observer]]<br />
* [[Pacifier]]<br />
* [[Reader]]<br />
* [[Student]]<br />
* [[Swimmer]]<br />
* [[Teacher]]<br />
* [[Tracker]]<br />
}}<br />
<br />
{{Skill Box|Performance|3:0|3:0|<br />
* [[Dancer]]<br />
* [[Singer]]<br />
* [[Musician]]<br />
* [[Poet]]<br />
* [[Speaker]]<br />
* [[Keyboardist]]<br />
* [[Stringed instrumentalist]]<br />
* [[Wind instrumentalist]]<br />
* [[Percussionist]]<br />
}}<br />
<br />
{{Skill Box|Scholar|3:0|3:0|<br />
* [[Critical thinker]]<br />
* [[Logician]]<br />
* [[Mathematician]]<br />
* [[Astronomer]]<br />
* [[Chemist]]<br />
* [[Geographer]]<br />
* [[Optics engineer]]<br />
* [[Fluid engineer]]<br />
* [[Wordsmith]]<br />
* [[Writer]]<br />
}}<br />
<br />
{{Skill Box|Unused|3:0|3:0|<br />
* [[Balance]]<br />
* [[Coordination]]<br />
* [[Druid]]<br />
* [[Military tactics]]<br />
}}<br />
<br />
|}<br />
<br />
==Skills, attributes and traits==<br />
*'''Skills''': <br />
**are trained by being used in some activity.<br />
**train '''[[attribute]]s'''.<br />
**the same [[attribute]] can be trained by various skills.<br />
**it's assumed that the skills also use some of the [[attribute]]s that they train.<br />
**certain skills are required or important for certain [[noble]], [[military]] and civilian professions.<br />
**certain professions require several skills.<br />
**the same skill can be used by various professions.<br />
**are increased by [[Preferences]], but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level.<br />
<br />
*'''[[Personality trait|Traits]]''':<br />
**cannot be modified in-game.{{verify}}<br />
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.<br />
**have other in-game effects that can be useful for certain professions.<br />
**give [[thought]]s when performing certain activities.<br />
<br />
To summarize it goes like this:<br />
Trait --> Skill <--> Attribute<br />
| ^<br />
v |<br />
affect |<br />
| v<br />
'--> Profession<br />
<br />
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].<br />
<br />
Being [[Personality trait|traits]] the unmodifiable{{verify}}, limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to:<br />
*avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:<br />
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] [[broker]]''.<br />
*appoint a dwarf with a useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:<br />
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.<br />
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.<br />
<br />
==Skill rust==<br />
Every skill has the following set of improvement and decay counters, which are caste specific:<br />
<br />
{{token|SKILL_RATE|c}} (Default is {{token|SKILL_RATE|cr|100:8:16:16}})<br />
* % of improvement points you get (Default 100)<br />
* unused counter rate (Default 8)<br />
* rust counter rate (Default 16)<br />
* demotion counter rate (Default 16)<br />
<br />
The unused counter starts incrementing while a dwarf isn't using a skill. Once it reaches the cap, it will reset to zero, and the rust counter rate will increment by 1. This continues until the rust counter's cap is reached, and then the demotion counter is incremented by 1, and the rust counter is reset to zero. When the demotion counter finally reaches its cap, a 'layer' of rust is added to the skill, and the demotion counter is reset to zero.<br />
<br />
The {{DFtext|Rusty}} and {{DFtext|V.Rusty}} descriptions which are appended to a skill within Dwarf Fortress are determined by the following conditions:<br />
<br />
*Rusty: A skill level greater than 0 and less than 4, and the skill level * 0.5 <= the number of rust layers.<br />
*Very Rusty: A skill level greater than or equal to 4, and the skill level * 0.75 <= the number of rust layers.<br />
<br />
For example, a level 3 skill with 4 layers of rust: 3 * 0.5 = 1.5 which is less than the 4 layers of rust, so it's a Rusty skill. A level 8 with 6 layers of rust: 8 * 0.75 = 6 which is equal to the layers of rust, so it's a Very Rusty skill.<br />
<br />
In testing it appears that the layers of rust are limited to a maximum of 6. If the counters reach the maximum and it attempts to increase to a 7th layer of rust, all counters are stopped, and the 'Rusty' and 'V. Rusty' descriptions are erroneously removed from the skill descriptions within Dwarf Fortress.<br />
<br />
==Performances==<br />
<br />
Randomly generated musical [[instrument]]s, [[song]]s, [[dance]]s, and [[poem]]s are also considered skills and gain experience from use, though it is not clear how greater skill levels affect anything or if these performance-related skills rust.<br />
<br />
{{Category|Skills| }}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Instrument&diff=228964Instrument2017-02-06T22:00:44Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Fine|01:53, 7 March 2015 (UTC)}}<br />
{{av}}<br />
{{old}}<br />
An '''instrument''' {{Tile|¿|7:1}} is a procedurally generated item used for making music in [[tavern]]s and [[temple]]s.<br />
<br />
Instruments come in four types defined by the skill necessary for play ([[Keyboardist|keyboard]], [[Stringed instrumentalist|stringed]], [[Wind instrumentalist|wind]], and [[Percussionist|percussion]]). Some instruments are built by individual components which must be assembled, and some are made in a single step like other [[finished goods]]. Instruments can be either hand-held or stationary. Stationary instruments are built like [[furniture]] with {{k|b}}-{{k|I}} command. Hand-held instruments can be carried around by dwarves or placed in [[coffer]]s in [[tavern]]s or [[temple]]s.<br />
<br />
Instruments and their components can be made out of a variety of materials, including [[wood]], [[bone]], [[shell]], [[stone]], [[silk]] [[thread]], [[plant fiber]] [[thread]], [[glass]], [[ceramic]]s, [[metal]], or [[leather]]. Out of those, [[thread]] can only used for components, not for a full instrument. Most of instruments/components are made in [[craftsdwarf's workshop]]s, except [[ceramic]] ones are made at [[kiln]], [[leather]] ones at [[leather works]], [[glass]] ones at [[glass furnace]] and [[metal]] ones at [[metalsmith's forge]]. The new {{k|d}}etails menu can be used to select the type of metal used when forging instruments. Glass and ceramic instrument jobs do not yet support the details menu; all glass instruments will be made from [[green glass]] in your fortress (though [[caravan]]s can bring instruments or instrument parts made out of other types of glass), and the potter will choose the material for ceramic instruments. Assembling the instrument after all the components are finished is also performed in a craftsdwarf's workshop, and the skill needed to assemble it is defined by the material of the "main" part of the instrument (see below).<br />
<br />
Specific instruments, their names and the kinds of components they are built of are generated at [[world generation]] and are usually specific for each [[civilization]]. Traders may bring instrument components, but your civilization may not be able to assemble the instrument out of them, depending on what instruments your dwarves know how to make.<br />
<br />
In order to find out what instruments are available to your fortress, go to [[craftsdwarf's workshop]] and look under the instrument section. It will show the available instruments. Highlight each individual instrument will show their description and material required. Any instruments with a single component can be made directly. More complex ones require instrument pieces to be made first and the option associated with them is assemble XXX. Record the name of the instrument and enter the manager screen with {{k|j}}-{{k|m}}. Typing in the name of the instrument will show all the pieces required (possibly from other workshops). <br />
<br />
During a [[strange mood]], dwarves may create instruments which use improper materials and/or do not include the required components (e.g. a metal-bells-on-a-glass-stand instrument made from wood with spikes of leather).<br />
<br />
==Usage==<br />
<br />
Dwarves will use instruments in taverns or temples only if they know a song or dance that requires their use. If you see a dwarf with the job status "Simulate *instrument name*" then the dwarf would use that instrument if it were available. <br />
<br />
==Components==<br />
Below are tables of parts instruments can have and what materials they may require. It should be noted that for a given world only one material type is possible for each specific component. Thus if a given instrument uses a metal keyboard material it cannot be made using any other materials.<br />
<br />
===Keyboard===<br />
{|class="wikitable sortable"<br />
!Part<br />
!Component name<br />
!Materials<br />
|-<br />
|Keyboard<br />
|Keyboard<br />
|Wood, Bone, Ceramic, Metal, Glass<br />
|-<br />
| rowspan=4 |Body*<br />
|Console <br />
|Bone, Metal, Stone<br />
|-<br />
|Chest<br />
|Glass, Wood<br />
|-<br />
|Body<br />
|Wood, Ceramic, Glass, Stone, Metal<br />
|- <br />
|Case<br />
|Stone, Ceramic, Bone, Glass, Metal<br />
|-<br />
| rowspan=3 |Vib<br />
|Strings<br />
|Silk, Plant Thread, Metal<br />
|-<br />
|Bells<br />
|Wood, Stone, Metal, Glass<br />
|-<br />
|Pipes<br />
|Wood, Stone, Metal, Glass, Ceramic<br />
|-<br />
| rowspan=2 |Bellows<br />
|Pump<br />
|Ceramic, Metal, Bone<br />
|-<br />
|Bellows<br />
|Leather<br />
|}<br />
<br />
===Stringed===<br />
{|class="wikitable sortable"<br />
!Part<br />
!Component name<br />
!Materials<br />
|-<br />
|Neck<br />
|Neck<br />
|Ceramic, Metal, Glass, Wood<br />
|-<br />
|Frame*<br />
|Frame<br />
|Bone, Wood, Metal, Ceramic<br />
|-<br />
| rowspan=2 |Yoke<br />
|Yoke <br />
|Bone, Glass<br />
|-<br />
|Sound-chest<br />
|Stone, Ceramic<br />
|-<br />
|Strings<br />
|Strings<br />
|Silk, Plant Thread, Metal<br />
|-<br />
| rowspan=3 |Prod<br />
|Bow <br />
|Metal, Glass, Ceramic<br />
|-<br />
|Plectrum<br />
|Wood, Stone, Metal, Glass, Bone, Ceramic<br />
|-<br />
|Hammers<br />
|Stone, Wood, Ceramic<br />
|-<br />
|Neck_res<br />
|Neck bowl<br />
|<br />
|}<br />
<br />
===Wind===<br />
{|class="wikitable sortable"<br />
!Part<br />
!Component name<br />
!Materials<br />
|-<br />
| rowspan=2 |Blow<br />
|Blowpipe<br />
|Wood, Ceramic, Metal, Bone, Shell<br />
|-<br />
|Bellows<br />
|Leather<br />
|-<br />
|Bag*<br />
|Bag<br />
|Leather<br />
|-<br />
|Melody<br />
|Melody pipe<br />
|Metal, Glass<br />
|-<br />
|Drone<br />
|Drone pipe<br />
|Metal, Glass<br />
|-<br />
|Chest*<br />
|Wind-chest<br />
|Glass, Ceramic<br />
|-<br />
|Pipes<br />
|Pipe<br />
|Wood, Stone, Metal, Glass, Ceramic<br />
|-<br />
|Horns*<br />
|Horn<br />
|Wood, Metal, Bone<br />
|}<br />
<br />
===Percussion===<br />
{|class="wikitable sortable"<br />
!Part<br />
!Component name<br />
!Materials<br />
|-<br />
|Stand<br />
|Stand<br />
|Wood, Stone, Bone, Ceramic, Glass, Metal<br />
|-<br />
| rowspan=7 |Body*<br />
|Drum<br />
|Glass, Wood, Bone, Metal, Ceramic, Stone<br />
|-<br />
|Chimes<br />
|Bone, Glass, Wood<br />
|- <br />
|Block<br />
|Wood, Stone, Glass, Metal, Bone<br />
|- <br />
|Bowl<br />
|Wood, Metal<br />
|- <br />
|Triangle<br />
|Metal, Bone, Glass<br />
|- <br />
|Bell<br />
|Wood, Stone, Metal, Glass<br />
|- <br />
|Rings<br />
|<br />
|-<br />
|Head<br />
|Head <br />
|Leather<br />
|-<br />
|-<br />
| rowspan=3 |Mallet<br />
|Mallet<br />
|Wood<br />
|-<br />
|Hammer<br />
|Stone, Wood, Ceramic, Bone<br />
|-<br />
|Stick<br />
|Wood, Ceramic, Glass<br />
|}<br />
<br />
&nbsp;*: The "main" part, from which the instrument takes its description, e.g. a ''superior quality black bronze'' stelid. The main part also determines which skill is used to assemble the instrument (bonecarving, glassmaking, leatherworking, metalcrafting, pottery, stonecrafting or woodcrafting)</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Magma_forge&diff=228963Magma forge2017-02-06T21:56:13Z<p>Bouchart: /* Workshop labors and skills */</p>
<hr />
<div>{{quality|Fine}}{{Workshop|name=Magma forge|key=v|job=Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Trapper, Mechanic<br />
|construction=<br />
* [[Magma-safe]] [[building material]] (non-[[economic]])<br />
* [[Magma-safe]] [[anvil]]<br />
|construction_job=<br />
* [[Weaponsmith]]ing<br />
* [[Armorsmith|Armoring]]<br />
* [[Metalsmith|Blacksmithing]]<br />
* [[Metal crafter|Metalcrafting]]<br />
* [[Trapper|Trapping]]<br />
* [[Mechanic]]s<br />
|use=<br />
* [[Metal|Metal bars]]<br />
|production=<br />
*[[Weapons]]<br />
*[[Armor]]<br />
*[[Chain]]s<br />
*[[Crafts]] <br />
*[[Goblet]]s (x3 from one metal bar)<br />
*[[Toy]]<br />
*[[Instrument]]<br />
*[[Anvil]]s<br />
*[[Vial|Flask]]s (x3 from one metal bar)<br />
*[[Coins]] (x500 from one metal bar)<br />
*[[Stud]]ding<br />
*[[Furniture]]<br />
*[[Animal trap]]s<br />
*[[Mechanisms]]<br />
}}{{av}}<br />
<br />
The '''magma forge''' is a [[workshop]] used by [[dwarf|dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[ammunition]], [[armor]], [[furniture]], [[coins]], [[trap component]]s, metal crafts and [[siege engine|ballista arrow heads]] without the need for [[fuel]] to heat the forge.<br />
<br />
To build a magma forge, you must have [[magma-safe]] materials (non-magma-safe materials will not be shown on the material list), an [[anvil]], and a build site where at least one tile directly beneath one of its eight non-center tiles contains [[magma]] at a depth of 4/7 or greater.<br />
<br />
Note that the anvil used to build a magma forge ''does'' need to be magma-safe—normally anvils can only be made from magma-safe materials, but [[strange mood]]s can create artifact anvils which cannot be used at a magma forge (or, in the case of metals like [[zinc]], at ''any'' forge).<br />
<br />
Placing an [[impassable tile]] of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out, possibly barring a [[building destroyer]] with an alternate route. While it is possible to construct a magma forge without open access to magma beneath any of its 9 squares, it will not operate (you will be unable to add tasks to the workshop). Note also that, like all workshops, the central tile must be floored, as it is required for a dwarf to use the workshop, and therefore cannot be the square used to access magma (you will be blocked from building the workshop).<br />
<br />
'''In order to build a magma forge, you must have first discovered''' [[magma]] on the map, whether by locating a [[volcano]] or [[magma pool]] or by discovering the [[magma sea]].<br />
<br />
==Workshop labors and skills==<br />
Several different types of items can be created at a metalsmith's forge; dwarves will need the correct type of [[labor]] enabled for each. The labors used at a forge are:<br />
<br />
*[[Weaponsmith]]ing -- [[weapon]]s, [[trap]] components, [[bolt]]s, and [[ballista arrowhead]]s<br />
*[[Armorsmith|Armoring]] (armorer) -- [[armor]]<br />
*[[Metal crafter|Metalcrafting]] -- [[Restraint|chains]], musical [[instrument]] components, and everything in the "Other Objects" category ([[craft]]s, [[coins]], [[goblet]]s, [[stud]]ding, etc.), except anvils <br />
*[[Blacksmith|Blacksmithing]] -- [[Anvil]]s, [[block]]s, and all [[furniture]] except chains.<br />
*[[Trapper|Trapping]] -- Animal Traps.<br />
*[[Mechanic]]s -- Mechanisms.<br />
<br />
==Cost of Items==<br />
<br />
The cost of a weapon or piece of armor in metal bars can be calculated by dividing its material size by three and rounding down, with no item costing less than one metal bar. The exception to this is some types of finished goods, which are created in different multiples from a single metal bar, depending on the skill of the Metal crafter. The table on the [[Melt]] page lists the cost of common items and their yields when melted.<br />
<br />
==See also==<br />
*[[Metalsmith's forge]]<br />
<br />
{{Workshops}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Metalsmith%27s_forge&diff=228962Metalsmith's forge2017-02-06T21:55:29Z<p>Bouchart: </p>
<hr />
<div>{{quality|Fine}}{{Workshop|name=Metalsmith's forge|key=f<br />
|job=<br />
* [[Weaponsmith|Weaponsmithing]]<br />
* [[Armorsmith|Armoring]]<br />
* [[Blacksmith|Blacksmithing]]<br />
* [[Metal crafter|Metalcrafting]]<br />
* [[Trapper]]<br />
* [[Mechanic]]<br />
|construction=<br />
* [[Fire-safe]] [[building material]] (non-[[economic]])<br />
* [[Fire-safe]] [[anvil]]<br />
|construction_job=<br />
* [[Weaponsmith|Weaponsmithing]]<br />
* [[Armorsmith|Armoring]]<br />
* [[Blacksmith|Blacksmithing]]<br />
* [[Metal crafter|Metalcrafting]]<br />
|use=<br />
* [[Coke]] or [[Charcoal]] ([[Fuel]])<br />
* [[Metal]] [[bar]]s<br />
|production=<br />
*[[Armor]]<br />
*[[Weapon]]<br />
*[[Chain]]<br />
*[[Crafts]] - X3 from one metal bar.<br />
*[[Furniture]]<br />
}}{{av}}<br />
<br />
The '''metalsmith's forge''' is a [[workshop]] used by [[dwarf|dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon|weapons]], [[armor]], [[furniture]], [[Currency|coins]], [[ammunition]] for [[siege]] equipment and [[crossbow|crossbows]], [[trap component]]s, and other [[finished goods]]. Depending on the generated world, musical [[instrument]] components may or may not be built here. To build a forge, you must have [[fire-safe]] materials and an [[anvil]]. Every use of the forge, except for [[Decoration|stud]]ding, consumes one unit of [[fuel]] ([[coke]] or [[charcoal]]).<br />
<br />
Note that the anvil used to build a metalsmith's forge ''does'' need to be fire-safe—normally anvils can only be made from fire-safe materials, but [[strange mood]]s can create artifact anvils out of metals like [[tin]] which are entirely unusable.<br />
<br />
==Workshop labors and skills==<br />
All metallic end products are created at a metalsmith's forge, using four of the five [[Metal industry|metalsmithing]] skills (the exception being [[smelting]]):<br />
* [[Weaponsmith]]s can create [[weapon]]s, [[trap]] components, [[bolt]]s, and [[ballista arrowhead]]s<br />
* [[Armorsmith]]s create [[armor]]<br />
* [[Metal crafter]]s create [[chain]]s and "Other Objects" ([[craft]]s, [[Currency|coins]], [[goblet]]s), musical [[instrument]] components, as well as performing [[Decoration|stud]]ding<br />
* [[Blacksmith]]s create [[anvil]]s, [[block]]s, and all [[furniture]] except chains<br />
* [[Trapping|Trappers]] create animal traps.<br />
* [[Mechanic|Mechanics]] create mechanisms.<br />
<br />
==Cost of Items==<br />
The cost of a [[weapon]] or piece of [[armor]] in metal [[bar]]s can be calculated by dividing its material size by three and rounding down, with no item costing less than one metal bar. The exception to this is some types of finished goods, which are created in different multiples from a single metal bar, depending on the skill of the [[Metal crafter]]. The table on the [[Melt_item]] page lists the cost of common items and their yields when melted.<br />
<br />
==Size{{version|0.42.01}}==<br />
To create differently sized armor for non-dwarf residents, request it to be made from the workshop as usual. Afterwards, go back to the main workshop menu and look at the {{k|d}}etails of the issued job. {{k|f}}ilter for the race you want to make the item for and press {{k|enter}} twice.<br />
==See also==<br />
*[[Magma forge]]<br />
<br />
{{Workshops}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Metalsmith%27s_forge&diff=228961Metalsmith's forge2017-02-06T21:55:08Z<p>Bouchart: </p>
<hr />
<div>{{quality|Fine}}{{Workshop|name=Metalsmith's forge|key=f<br />
|job=<br />
* [[Weaponsmith|Weaponsmithing]]<br />
* [[Armorsmith|Armoring]]<br />
* [[Blacksmith|Blacksmithing]]<br />
* [[Metal crafter|Metalcrafting]]<br />
* [[Trapper]]<br />
* [[Mechanic]]<br />
|construction=<br />
* [[Fire-safe]] [[building material]] (non-[[economic]])<br />
* [[Fire-safe]] [[anvil]]<br />
|construction_job=<br />
* [[Weaponsmith|Weaponsmithing]]<br />
* [[Armorsmith|Armoring]]<br />
* [[Blacksmith|Blacksmithing]]<br />
* [[Metal crafter|Metalcrafting]]<br />
|use=<br />
* [[Coke]] or [[Charcoal]] ([[Fuel]])<br />
* [[Metal]] [[bar]]s<br />
|production=<br />
*[[Armor]]<br />
*[[Weapon]]<br />
*[[Chain]]<br />
*[[Crafts]] - X3 from one metal bar.<br />
*[[Furniture]]<br />
}}{{av}}<br />
<br />
The '''metalsmith's forge''' is a [[workshop]] used by [[dwarf|dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon|weapons]], [[armor]], [[furniture]], [[Currency|coins]], [[ammunition]] for [[siege]] equipment and [[crossbow|crossbows]], [[trap component]]s, and other [[finished goods]]. To build a forge, you must have [[fire-safe]] materials and an [[anvil]]. Every use of the forge, except for [[Decoration|stud]]ding, consumes one unit of [[fuel]] ([[coke]] or [[charcoal]]).<br />
<br />
Note that the anvil used to build a metalsmith's forge ''does'' need to be fire-safe—normally anvils can only be made from fire-safe materials, but [[strange mood]]s can create artifact anvils out of metals like [[tin]] which are entirely unusable.<br />
<br />
==Workshop labors and skills==<br />
All metallic end products are created at a metalsmith's forge, using four of the five [[Metal industry|metalsmithing]] skills (the exception being [[smelting]]):<br />
* [[Weaponsmith]]s can create [[weapon]]s, [[trap]] components, [[bolt]]s, and [[ballista arrowhead]]s<br />
* [[Armorsmith]]s create [[armor]]<br />
* [[Metal crafter]]s create [[chain]]s and "Other Objects" ([[craft]]s, [[Currency|coins]], [[goblet]]s), musical [[instrument]] components, as well as performing [[Decoration|stud]]ding<br />
* [[Blacksmith]]s create [[anvil]]s, [[block]]s, and all [[furniture]] except chains<br />
* [[Trapping|Trappers]] create animal traps.<br />
* [[Mechanic|Mechanics]] create mechanisms.<br />
<br />
==Cost of Items==<br />
The cost of a [[weapon]] or piece of [[armor]] in metal [[bar]]s can be calculated by dividing its material size by three and rounding down, with no item costing less than one metal bar. The exception to this is some types of finished goods, which are created in different multiples from a single metal bar, depending on the skill of the [[Metal crafter]]. The table on the [[Melt_item]] page lists the cost of common items and their yields when melted.<br />
<br />
==Size{{version|0.42.01}}==<br />
To create differently sized armor for non-dwarf residents, request it to be made from the workshop as usual. Afterwards, go back to the main workshop menu and look at the {{k|d}}etails of the issued job. {{k|f}}ilter for the race you want to make the item for and press {{k|enter}} twice.<br />
==See also==<br />
*[[Magma forge]]<br />
<br />
{{Workshops}}</div>Boucharthttps://dwarffortresswiki.org/index.php?title=Glass_furnace&diff=228960Glass furnace2017-02-06T21:51:26Z<p>Bouchart: </p>
<hr />
<div>{{Quality|Superior|09:45, 18 May 2015 (UTC)}}<br />
{{Furnace|name=Glass furnace|key=g|job=[[Glassmaking]]<br />
|construction=<br />
* [[Fire-safe]] [[building material]] (non-[[economic]])<br />
|construction_job=<br />
* [[Architecture]]<br />
* [[Masonry]] or [[Metalsmithing]]<br />
|use=<br />
* [[Coke]] or [[Charcoal]] ([[Fuel]])<br />
* [[Sand]] [[bag]]<br />
* [[Pearlash]]<br />
* Raw [[rock crystal]]<br />
|production=<br />
* Raw crystal [[glass]]<br />
* Raw clear [[glass]]<br />
* Raw green [[glass]]<br />
* [[Block]]s<br />
* [[Vial]]s<br />
* [[Toy]]s<br />
* [[Instrument]]s<br />
* [[Goblet]]s<br />
* [[Trap]] [[weapon]]s<br />
* [[Window]]s<br />
* [[Furniture]]<br />
* [[Instrument|Instruments]]{{version|0.42.01}}<br />
* [[Instrument piece|Instrument Pieces]]{{version|0.42.01}}<br />
* [[Bookcase|Bookcases]]{{version|0.42.01}}<br />
* [[Book binding|Book bindings]]{{version|0.42.01}}<br />
* [[Scroll rollers]]{{version|0.42.01}}<br />
}}{{av}}<br />
<br />
'''Glass furnaces''' are used to make raw [[glass]] (a [[gem]]), [[block]]s, [[furniture]], and [[trade good]]s. All furniture made at a glass furnace can alternatively be made out of either [[metal]], [[stone]] or [[wood]], with the exception of [[window]]s and [[vial]]s. Glass windows are an alternative to gem windows, except that gem windows will not satisfy a mandate to make windows. [[Vial]]s are used to make certain extracts at a [[Farmer's workshop]], or as an alternative to a [[flask]] or [[waterskin]].<br />
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Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires a bag of [[sand]], clear glass requires a bag of sand and [[pearlash]], and crystal glass requires raw [[rock crystal]]s and pearlash. Raw rock crystals are a type of gem and are not available in most regions.<br />
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Some of the names of glass furniture are different. A glass [[door]] is called a [[door|portal]], a glass [[coffer]] is called a [[Container|box]], a glass [[pipe section]] is called a tube, and a glass [[cage]] is called a terrarium. Also, [[vial]]s can be produced at a glass furnace, each bag of sand resulting in 3 vials. Vials have the same function as flasks and waterskins, and can also hold extracts.<br />
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Depending on the generated world, musical [[instrument]] components may or may not be built here. These can only be made from green glass. Other civilizations may bring instruments or instrument components made from clear glass or crystal glass in their caravans.<br />
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Glass furnaces are also needed to issue the "collect sand" order. This requires an empty [[bag]], an Item Hauler, and a [[Activity zone|zone]] designated for sand collection. As the "Collect Sand" order will prevent other tasks from being started until the sand is collected, it is often wise to build several additional glass furnaces, [[magma glass furnace|magma]] or otherwise, to use for the collection of sand.<br />
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Not all maps have a source of sand, but sand may be imported in small quantities. Caravans will also bring [[gem|raw glass]] (of all 3 types) for trade, which can be particularly useful for dealing with [[strange mood]]s.<br />
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{{Workshops}}</div>Bouchart