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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AustralianUrist</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AustralianUrist"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/AustralianUrist"/>
	<updated>2026-10-13T03:54:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Miohippus&amp;diff=319418</id>
		<title>Miohippus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Miohippus&amp;diff=319418"/>
		<updated>2026-09-04T05:16:10Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Replacing with a simpler word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=miohippus_sprites.png&lt;br /&gt;
|portrait=miohippus_portrait_anim.gif&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=11&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=13&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Miohippus''' is an [[extinct]] species of [[horse]], introduced in the [[Release_information/53.15|Dino Update]] along with other [[Creature#Extinct|prehistoric creatures]]. About the [[size]] of a [[goat]], it is much smaller than present-day horses, too small to be ridden.&lt;br /&gt;
&lt;br /&gt;
Miohippus can be [[milk]]ed when [[taming|tamed]], and is in fact the only prehistoric animal in the game that does so.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] miohippuses for their ''small size'' and ''three toes''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Miohippus&amp;diff=319286</id>
		<title>Miohippus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Miohippus&amp;diff=319286"/>
		<updated>2026-08-28T11:55:12Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Adding preference info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=miohippus_sprites.png&lt;br /&gt;
|portrait=miohippus_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] cows for their ''small size'' and ''three toes''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=319267</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=319267"/>
		<updated>2026-08-27T08:01:13Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Changes to work order information /* Milking creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:milk_sprite_preview.png|right]]'''Milk''' is a product [[extract]]ed from milkable [[creature]]s. Milk can be made into [[cheese]] or used in [[cook]]ing [[prepared meal]]s. It cannot be consumed &amp;quot;as is&amp;quot;. Milk is found under &amp;quot;Liquid&amp;quot; in the Stocks screen {{k|k}}.&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. In order to perform milking, you must have a dwarf with the [[milking]] labor active, a [[farmer's workshop]], an empty [[bucket]] and a mature, non-[[pet]], milkable animal.&lt;br /&gt;
&lt;br /&gt;
==Milkable creatures==&lt;br /&gt;
The following creatures can be milked. However, animal women (despite producing milk) cannot be milked due to ethics.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Animal&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alpaca sprite.png]] || [[Alpaca]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Camel sprite.png]] || [[One-humped camel]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;(incl. [[Giant one-humped camel|giant]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Two humped camel sprite.png]] || [[Two-humped camel]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;(incl. [[Giant two-humped camel|giant]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cow sprite.png]] || [[Cow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Donkey sprite.png]] || [[Donkey]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goat sprite.png]] || [[Goat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Horse sprite.png]] || [[Horse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kangaroo sprite.png]] || [[Kangaroo]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;(incl. [[Giant kangaroo|giant]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Llama sprite.png]] || [[Llama]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pig sprite.png]] || [[Pig]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Purring maggot sprite.png]] || [[Purring maggot]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reindeer sprite.png]] || [[Reindeer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sheep sprite.png]] || [[Sheep]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tapir sprite.png]] || [[Tapir]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;(incl. [[Giant tapir|giant]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Water buffalo sprite.png]] || [[Water buffalo]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Yak sprite.png]] || [[Yak]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Miohippus sprite.png]] || [[Miohippus]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
# ''These animals are not domesticated and can't be brought on [[embark]].''&lt;br /&gt;
# ''Purring maggots are [[vermin]] and not livestock. They can only be milked when '''untamed'''. {{Bug|3670}}.''&lt;br /&gt;
# ''Extinct creature.''&lt;br /&gt;
&lt;br /&gt;
==Milking creatures==&lt;br /&gt;
{{catbox|Milkable}}Queue a &amp;quot;Milk Creature&amp;quot; job at a [[farmer's workshop]]. The milker will not necessarily pick the closest animal available. Caging, pasturing or restraining the milkable creatures near the workshop might be a good idea, but is not mandatory. The animal must also have milk available. Once milked, the creature will be free to roam. If the creature was previously caged, pastured or restrained, some dwarf will be assigned the job of taking it back. You can avoid these pasture animal jobs if the [[farmer's workshop]] is in the animal's pasture.&lt;br /&gt;
&lt;br /&gt;
Milk should eventually be transferred from its bucket into a [[barrel]] or [[large pot]] for long-term storage. If you plan to make [[cheese]], it's a good idea to let the milk accumulate so that you get stacks of cheese (up to size 5) instead of single (size 1) cheeses.&lt;br /&gt;
&lt;br /&gt;
An exploit to maximise embark point returns is to take 1 of each kind of milk - milk costs only 1 point at embark and comes with a separate barrel for each type, effectively giving you free barrels, and (after some work) stacks of 1 cheese from each unit of milk for your [[prepared meal]]s, worth 10 times what the milk is worth.&lt;br /&gt;
&lt;br /&gt;
Milk from milkable animals domesticated by a [[civilization]] can be ordered in [[trade agreement]]s with that civilization. Each barrel of milk brought by a [[caravan]] contains 10 units of milk.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is defined in the raw files with the tag {{token|MILKABLE|creature|LOCAL_CREATURE_MAT:MILK:20000}}. All milkable creatures currently have this tag set to 20000 [[Time|ticks]], which, at 1200 ticks per day, means they all can be milked every 17 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Work orders===&lt;br /&gt;
A basic way to automate the &amp;quot;Milk creature&amp;quot; job is to set up a work order that &amp;quot;Restarts if completed, '''checked monthly'''.&amp;quot; Then change the number of times the task is performed, equal to the number of milkable creatures. This will have to be manually counted.&lt;br /&gt;
&lt;br /&gt;
It is currently not possible to assign a condition such as &amp;quot;Milkable creatures at least 1,&amp;quot; because work orders does not support &amp;quot;creatures&amp;quot; as a valid item type.&lt;br /&gt;
&lt;br /&gt;
===Dwarven ice cream===&lt;br /&gt;
&lt;br /&gt;
Milk has a [[temperature|freezing point]] of {{ct|10000}}, the same as [[water]]. If milk is left in conditions below this temperature, even on a tile marked [[tile attributes|inside]], it will freeze, and become &amp;quot;frozen ''{animal}'''s milk&amp;quot;. Frozen milk is treated as a cookable solid {{Bug|2787}}, and may show up as an ingredient in your roasts--at 1/10th of the value of cheese, if the roasts do not just melt entirely. There is no entry for frozen milk in stockpile menus, so dwarves will not haul a frozen milk barrel to any type of stockpile. {{Bug|3398}} Careless attempts to dump the barrel to an indoor [[garbage dump]] may result in dwarves hauling the frozen milk and the barrel separately, resulting in a puddle of milk when it thaws. Dwarves will not make cheese out of frozen milk. For these reasons, milking industries should be set up underground, as Armok intended. &lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outdoors in freezing weather, any barrels of milk (or [[lye]]) brought by a caravan will be frozen and appear as empty barrels in the [[Trading]] screen. They can be distinguished from empty barrels by having a price 10☼ higher than the price of the barrel, or by viewing their contents.&lt;br /&gt;
&lt;br /&gt;
To move frozen milk to an indoor garbage dump without spilling it, do not use the [[Designations Menu]]. Instead, just mark the barrel for dumping.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: &amp;quot;Urist McMultitasking cancels job, handling dangerous animal&amp;quot;. They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
* It is unclear why pets cannot be milked; this seems to be a bug because milking is a requirement for some animals and presumably the Animal Care dwarf would be aware of this and oversee their regular milking. &lt;br /&gt;
* Frozen milk melts while being cooked, leaving unusable milk items unside the kitchen. {{Bug|2787}}&lt;br /&gt;
* Tamed purring maggots can't be milked. {{Bug|3670}}&lt;br /&gt;
* After being milked (or attempting to milk them?), purring maggots are left inside the workshop as an item unless you assign them to a [[cage]]. {{Bug|3668}}&lt;br /&gt;
* Cooks will only cook milk and other fluids as a last resort, instead preferring to cook solid foods with solid foods. {{Bug|2393}} For more information, see the [[Kitchen#Bugs|kitchen]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Dwarven milk does not in fact come from dwarves. This is generally a relief to human caravans, until they find out where it really [[purring maggot|comes from]].&lt;br /&gt;
&lt;br /&gt;
Because milk is not considered a drink, dwarves will not drink it, even if they are dying of [[thirst]]. Indeed, dwarves consider any drink that isn't alcoholic to be no better than water, and refuse to drink milk because it's of better use as cheese. Another theory is that dwarves refuse to imbibe milk because it would make them puny milk-drinkers. What is for certain, however, is that unlike in real life, dwarves have yet to discover how to make alcoholic fermented milk beverages, such as kumis or kefir.&lt;br /&gt;
[[File:milk_bottles.jpg|thumb|360px|center|Got Dwarf?]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|v50:material_template_default.txt|MATERIAL_TEMPLATE|MILK_TEMPLATE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Milk]]&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=319266</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=319266"/>
		<updated>2026-08-27T07:45:09Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Making list fancy + Adding miohippus /* Milkable creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:milk_sprite_preview.png|right]]'''Milk''' is a product [[extract]]ed from milkable [[creature]]s. Milk can be made into [[cheese]] or used in [[cook]]ing [[prepared meal]]s. It cannot be consumed &amp;quot;as is&amp;quot;. Milk is found under &amp;quot;Liquid&amp;quot; in the Stocks screen {{k|k}}.&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. In order to perform milking, you must have a dwarf with the [[milking]] labor active, a [[farmer's workshop]], an empty [[bucket]] and a mature, non-[[pet]], milkable animal.&lt;br /&gt;
&lt;br /&gt;
==Milkable creatures==&lt;br /&gt;
The following creatures can be milked. However, animal women (despite producing milk) cannot be milked due to ethics.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Animal&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alpaca sprite.png]] || [[Alpaca]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Camel sprite.png]] || [[One-humped camel]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;(incl. [[Giant one-humped camel|giant]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Two humped camel sprite.png]] || [[Two-humped camel]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;(incl. [[Giant two-humped camel|giant]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cow sprite.png]] || [[Cow]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Donkey sprite.png]] || [[Donkey]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goat sprite.png]] || [[Goat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Horse sprite.png]] || [[Horse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kangaroo sprite.png]] || [[Kangaroo]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;(incl. [[Giant kangaroo|giant]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Llama sprite.png]] || [[Llama]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pig sprite.png]] || [[Pig]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Purring maggot sprite.png]] || [[Purring maggot]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reindeer sprite.png]] || [[Reindeer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sheep sprite.png]] || [[Sheep]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tapir sprite.png]] || [[Tapir]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;(incl. [[Giant tapir|giant]])&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Water buffalo sprite.png]] || [[Water buffalo]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Yak sprite.png]] || [[Yak]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Miohippus sprite.png]] || [[Miohippus]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
# ''These animals are not domesticated and can't be brought on [[embark]].''&lt;br /&gt;
# ''Purring maggots are [[vermin]] and not livestock. They can only be milked when '''untamed'''. {{Bug|3670}}.''&lt;br /&gt;
# ''Extinct creature.''&lt;br /&gt;
&lt;br /&gt;
==Milking creatures==&lt;br /&gt;
{{catbox|Milkable}}Queue a &amp;quot;Milk Creature&amp;quot; job at a [[farmer's workshop]]. The milker will not necessarily pick the closest animal available. Caging, pasturing or restraining the milkable creatures near the workshop might be a good idea, but is not mandatory. The animal must also have milk available. Once milked, the creature will be free to roam. If the creature was previously caged, pastured or restrained, some dwarf will be assigned the job of taking it back. You can avoid these pasture animal jobs if the [[farmer's workshop]] is in the animal's pasture.&lt;br /&gt;
&lt;br /&gt;
Milk should eventually be transferred from its bucket into a [[barrel]] or [[large pot]] for long-term storage. If you plan to make [[cheese]], it's a good idea to let the milk accumulate so that you get stacks of cheese (up to size 5) instead of single (size 1) cheeses.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is defined in the raw files with the tag {{token|MILKABLE|creature|LOCAL_CREATURE_MAT:MILK:20000}}. All milkable creatures currently have this tag set to 20000 [[Time|ticks]], which, at 1200 ticks per day, means they all can be milked every 17 in-game days. Due to this time-out, using repeating jobs to milk creatures is infeasible if only a few milkable animals are available. Alternating repeating &amp;quot;Milk Creature&amp;quot; and &amp;quot;Make Cheese&amp;quot; jobs tend to work poorly, since transfer of the milk to storage can interfere with continued work, so that sooner or later the cheesemaking job will be cancelled, eventually canceling the milking job as well.&lt;br /&gt;
&lt;br /&gt;
An exploit to maximise embark point returns is to take 1 of each kind of milk - milk costs only 1 point at embark and comes with a separate barrel for each type, effectively giving you free barrels, and (after some work) stacks of 1 cheese from each unit of milk for your [[prepared meal]]s, worth 10 times what the milk is worth.&lt;br /&gt;
&lt;br /&gt;
Milk from milkable animals domesticated by a [[civilization]] can be ordered in [[trade agreement]]s with that civilization. Each barrel of milk brought by a [[caravan]] contains 10 units of milk.&lt;br /&gt;
&lt;br /&gt;
===Dwarven ice cream===&lt;br /&gt;
&lt;br /&gt;
Milk has a [[temperature|freezing point]] of {{ct|10000}}, the same as [[water]]. If milk is left in conditions below this temperature, even on a tile marked [[tile attributes|inside]], it will freeze, and become &amp;quot;frozen ''{animal}'''s milk&amp;quot;. Frozen milk is treated as a cookable solid {{Bug|2787}}, and may show up as an ingredient in your roasts--at 1/10th of the value of cheese, if the roasts do not just melt entirely. There is no entry for frozen milk in stockpile menus, so dwarves will not haul a frozen milk barrel to any type of stockpile. {{Bug|3398}} Careless attempts to dump the barrel to an indoor [[garbage dump]] may result in dwarves hauling the frozen milk and the barrel separately, resulting in a puddle of milk when it thaws. Dwarves will not make cheese out of frozen milk. For these reasons, milking industries should be set up underground, as Armok intended. &lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outdoors in freezing weather, any barrels of milk (or [[lye]]) brought by a caravan will be frozen and appear as empty barrels in the [[Trading]] screen. They can be distinguished from empty barrels by having a price 10☼ higher than the price of the barrel, or by viewing their contents.&lt;br /&gt;
&lt;br /&gt;
To move frozen milk to an indoor garbage dump without spilling it, do not use the [[Designations Menu]]. Instead, just mark the barrel for dumping.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: &amp;quot;Urist McMultitasking cancels job, handling dangerous animal&amp;quot;. They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
* It is unclear why pets cannot be milked; this seems to be a bug because milking is a requirement for some animals and presumably the Animal Care dwarf would be aware of this and oversee their regular milking. &lt;br /&gt;
* Frozen milk melts while being cooked, leaving unusable milk items unside the kitchen. {{Bug|2787}}&lt;br /&gt;
* Tamed purring maggots can't be milked. {{Bug|3670}}&lt;br /&gt;
* After being milked (or attempting to milk them?), purring maggots are left inside the workshop as an item unless you assign them to a [[cage]]. {{Bug|3668}}&lt;br /&gt;
* Cooks will only cook milk and other fluids as a last resort, instead preferring to cook solid foods with solid foods. {{Bug|2393}} For more information, see the [[Kitchen#Bugs|kitchen]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Dwarven milk does not in fact come from dwarves. This is generally a relief to human caravans, until they find out where it really [[purring maggot|comes from]].&lt;br /&gt;
&lt;br /&gt;
Because milk is not considered a drink, dwarves will not drink it, even if they are dying of [[thirst]]. Indeed, dwarves consider any drink that isn't alcoholic to be no better than water, and refuse to drink milk because it's of better use as cheese. Another theory is that dwarves refuse to imbibe milk because it would make them puny milk-drinkers. What is for certain, however, is that unlike in real life, dwarves have yet to discover how to make alcoholic fermented milk beverages, such as kumis or kefir.&lt;br /&gt;
[[File:milk_bottles.jpg|thumb|360px|center|Got Dwarf?]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|v50:material_template_default.txt|MATERIAL_TEMPLATE|MILK_TEMPLATE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Milk]]&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:AustralianUrist&amp;diff=319265</id>
		<title>User:AustralianUrist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:AustralianUrist&amp;diff=319265"/>
		<updated>2026-08-27T06:42:23Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-family: monospace;&amp;quot;&amp;gt;&lt;br /&gt;
Like others in his culture, he holds craftsdwarfship to be of the highest ideals and celebrates talented artisans and their masterworks.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;He personally values fairness as one of the highest ideals and thinks friendship is important.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;He dreams of raising a family.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other links ==&lt;br /&gt;
[[User:AustralianUrist/Sandbox|My Sandbox]]&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:AustralianUrist/Sandbox&amp;diff=319264</id>
		<title>User:AustralianUrist/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:AustralianUrist/Sandbox&amp;diff=319264"/>
		<updated>2026-08-27T06:40:48Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Scrollable table =&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-height: 600px; display: inline-block; overflow-y: scroll;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! [[Color]] !! Sample !! Name !! [[Fire-safe]] !! [[Magma-safe]] !! [[Economic stone|Economic uses]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Sedimentary]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chalk_sprite.png]] / {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} || beige || [[File:ChalkSwatch.png|64px|center]] || [[Chalk]] || Yes || || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chert_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} || pale taupe || [[File:ChertSwatch.png|64px|center]] || [[Chert]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:claystone_sprite.png]] / {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || chocolate || [[File:ClaystoneSwatch.png|64px|center]] || [[Claystone]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:conglomerate_sprite.png]] / {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} || rose taupe || [[File:ConglomerateSwatch.png|64px|center]] || [[Conglomerate]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dolomite_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} || pale pink || [[File:DolomiteSwatch.png|64px|center]] || [[Dolomite]] || Yes || Yes || [[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:limestone_sprite.png]] / {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || silver || [[File:LimestoneSwatch.png|64px|center]] || [[Limestone]] || Yes || || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mudstone_sprite.png]] / {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} || gray ||[[File:MudstoneSwatch.png|64px|center]] || [[Mudstone]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rock_salt_sprite.png]] / {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} || pink ||[[File:Rock_saltSwatch.png|64px|center]] || [[Rock salt]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:sandstone_sprite.png]] / {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} || saffron ||[[File:SandstoneSwatch.png|64px|center]] ||| [[Sandstone]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:shale_sprite.png]] / {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} || medium taupe ||[[File:ShaleSwatch.png|64px|center]] || [[Shale]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:siltstone_sprite.png]] / {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} || ecru ||[[File:SiltstoneSwatch.png|64px|center]] || [[Siltstone]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Igneous intrusive layer|Igneous intrusive]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:diorite_sprite.png]] / {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} || silver ||[[File:DioriteSwatch.png|64px|center]] || [[Diorite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gabbro_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || gray ||[[File:GabbroSwatch.png|64px|center]] || [[Gabbro]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:granite_sprite.png]] / {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} || clear ||[[File:GraniteSwatch.png|64px|center]] || [[Granite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Igneous extrusive layer|Igneous extrusive]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:andesite_sprite.png]] / {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} || gray ||[[File:AndesiteSwatch.png|64px|center]] || [[Andesite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:basalt_sprite.png]] / {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} || taupe gray ||[[File:BasaltSwatch.png|64px|center]] || [[Basalt]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dacite_sprite.png]] / {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} || silver ||[[File:DaciteSwatch.png|64px|center]] || [[Dacite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:obsidian_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || black ||[[File:ObsidianSwatch.png|64px|center]] || [[Obsidian]] || Yes || Yes || [[Short sword|Sharp blades]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rhyolite_sprite.png]] / {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || buff ||[[File:RhyoliteSwatch.png|64px|center]] || [[Rhyolite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Metamorphic layer|Metamorphic]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gneiss_sprite.png]] / {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} || flax  ||[[File:GneissSwatch.png|64px|center]] || [[Gneiss]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:marble_sprite.png]] / {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || white ||[[File:MarbleSwatch.png|64px|center]] || [[Marble]] || Yes || || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:phyllite_sprite.png]] / {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} || gray ||[[File:PhylliteSwatch.png|64px|center]] || [[Phyllite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:quartzite_sprite.png]] / {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} || lavender blush ||[[File:QuartziteSwatch.png|64px|center]] || [[Quartzite]]  || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:schist_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} || dark chestnut ||[[File:SchistSwatch.png|64px|center]] || [[Schist]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:slate_sprite.png]] / {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} || russet ||[[File:SlateSwatch.png|64px|center]] || [[Slate]] || Yes || ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:AustralianUrist/Sandbox&amp;diff=319263</id>
		<title>User:AustralianUrist/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:AustralianUrist/Sandbox&amp;diff=319263"/>
		<updated>2026-08-27T06:39:57Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Created page with &amp;quot;&amp;lt;div style=&amp;quot;max-height: 600px; display: inline-block; overflow-y: scroll;&amp;quot;&amp;gt; {| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; |- ! Icon !! Color !!...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-height: 600px; display: inline-block; overflow-y: scroll;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! [[Color]] !! Sample !! Name !! [[Fire-safe]] !! [[Magma-safe]] !! [[Economic stone|Economic uses]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Sedimentary]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chalk_sprite.png]] / {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} || beige || [[File:ChalkSwatch.png|64px|center]] || [[Chalk]] || Yes || || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chert_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} || pale taupe || [[File:ChertSwatch.png|64px|center]] || [[Chert]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:claystone_sprite.png]] / {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || chocolate || [[File:ClaystoneSwatch.png|64px|center]] || [[Claystone]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:conglomerate_sprite.png]] / {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} || rose taupe || [[File:ConglomerateSwatch.png|64px|center]] || [[Conglomerate]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dolomite_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} || pale pink || [[File:DolomiteSwatch.png|64px|center]] || [[Dolomite]] || Yes || Yes || [[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:limestone_sprite.png]] / {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || silver || [[File:LimestoneSwatch.png|64px|center]] || [[Limestone]] || Yes || || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mudstone_sprite.png]] / {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} || gray ||[[File:MudstoneSwatch.png|64px|center]] || [[Mudstone]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rock_salt_sprite.png]] / {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} || pink ||[[File:Rock_saltSwatch.png|64px|center]] || [[Rock salt]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:sandstone_sprite.png]] / {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} || saffron ||[[File:SandstoneSwatch.png|64px|center]] ||| [[Sandstone]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:shale_sprite.png]] / {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} || medium taupe ||[[File:ShaleSwatch.png|64px|center]] || [[Shale]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:siltstone_sprite.png]] / {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} || ecru ||[[File:SiltstoneSwatch.png|64px|center]] || [[Siltstone]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Igneous intrusive layer|Igneous intrusive]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:diorite_sprite.png]] / {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} || silver ||[[File:DioriteSwatch.png|64px|center]] || [[Diorite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gabbro_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || gray ||[[File:GabbroSwatch.png|64px|center]] || [[Gabbro]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:granite_sprite.png]] / {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} || clear ||[[File:GraniteSwatch.png|64px|center]] || [[Granite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Igneous extrusive layer|Igneous extrusive]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:andesite_sprite.png]] / {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} || gray ||[[File:AndesiteSwatch.png|64px|center]] || [[Andesite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:basalt_sprite.png]] / {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} || taupe gray ||[[File:BasaltSwatch.png|64px|center]] || [[Basalt]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dacite_sprite.png]] / {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} || silver ||[[File:DaciteSwatch.png|64px|center]] || [[Dacite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:obsidian_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || black ||[[File:ObsidianSwatch.png|64px|center]] || [[Obsidian]] || Yes || Yes || [[Short sword|Sharp blades]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rhyolite_sprite.png]] / {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || buff ||[[File:RhyoliteSwatch.png|64px|center]] || [[Rhyolite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Metamorphic layer|Metamorphic]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gneiss_sprite.png]] / {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} || flax  ||[[File:GneissSwatch.png|64px|center]] || [[Gneiss]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:marble_sprite.png]] / {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || white ||[[File:MarbleSwatch.png|64px|center]] || [[Marble]] || Yes || || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:phyllite_sprite.png]] / {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} || gray ||[[File:PhylliteSwatch.png|64px|center]] || [[Phyllite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:quartzite_sprite.png]] / {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} || lavender blush ||[[File:QuartziteSwatch.png|64px|center]] || [[Quartzite]]  || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:schist_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} || dark chestnut ||[[File:SchistSwatch.png|64px|center]] || [[Schist]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:slate_sprite.png]] / {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} || russet ||[[File:SlateSwatch.png|64px|center]] || [[Slate]] || Yes || ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:AustralianUrist&amp;diff=319187</id>
		<title>User:AustralianUrist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:AustralianUrist&amp;diff=319187"/>
		<updated>2026-08-21T05:58:12Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Created page with &amp;quot;&amp;lt;div style=&amp;quot;font-family: monospace;&amp;quot;&amp;gt; Like others in his culture, he holds craftsdwarfship to be of the highest ideals and celebrates talented artisans and their masterworks.&amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-family: monospace;&amp;quot;&amp;gt;&lt;br /&gt;
Like others in his culture, he holds craftsdwarfship to be of the highest ideals and celebrates talented artisans and their masterworks.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;He personally values fairness as one of the highest ideals and thinks friendship is important.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;He dreams of raising a family.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Soil&amp;diff=319186</id>
		<title>Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Soil&amp;diff=319186"/>
		<updated>2026-08-21T05:39:35Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Restructuring and adding headings. Content unchanged.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:soil_preview.png|thumb|270px|right|Probably not enough for 80 dwarves.]]'''Soil''' is the name for the various kinds of ground that can be [[farming|planted]] on (both above and below ground) without [[irrigation]] using [[water]].  In ''Dwarf Fortress'', the category of &amp;quot;Soil&amp;quot; includes all types of [[sand]], [[clay]], ooze, and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate the substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
In previous versions, types and quantities of available soils were listed at the bottom right of the fortress location selection screen; in the current version, however, it will only indicate the presence of soil and whether it can be used as [[clay]].&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in [[stone|rock]], and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train [[miner]]s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be [[Smoothing|smooth]]ed, which makes it more difficult to make high-value rooms or pierce [[aquifer]]s, and impossible to carve [[fortification]]s, [[track]]s, or [[engraving]]s.&lt;br /&gt;
&lt;br /&gt;
Building a [[farm plot]] or [[road]] or removing a [[construction]] on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
===Trees and Shrubs===&lt;br /&gt;
Once you discover any [[cavern]] layer, all subterranean [[grass]], [[shrub]]s, and [[tree]]s growing within that cavern will begin to grow on any subterranean soil. Any kind of vegetation implicitly has some soil under it, even if it grew on [[mud]]dy stone; clearing the growth (such as by building a [[road]]) will thus create a soil floor, even in a stone [[layer]].  It will typically correspond to the lowest soil layer in the local [[biome]]; if that happens to be useful clay or sand, an enterprising player can use [[irrigation]] and some patience to move their sand/clay collection [[zone]]s closer to the [[magma]].&lt;br /&gt;
&lt;br /&gt;
==Types of soil==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Loam]]||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Loamy sand]]||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peat]]||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay loam]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy loam]]||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt]]||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay loam]]||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt loam]]||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Pelagic clay]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Siliceous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcareous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand (tan)]]||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Black sand]]||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Red sand]]||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[White sand]]||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Yellow sand]]||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Clay]]&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay loam]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay]]||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay]]||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types &amp;quot;Loamy sand&amp;quot;, &amp;quot;Sandy clay loam&amp;quot;, and &amp;quot;Sandy loam&amp;quot; do '''not''' count as [[sand]] for [[glass]]making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep [[ocean]] tiles, usually far out from any embarkable site. Thus, they can rarely, if ever be encountered, in either [[fortress mode]] or [[adventurer mode]].&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|3:1:1}} are capable of supporting an [[aquifer]].&lt;br /&gt;
* The [[clay]] types listed at the bottom can be used for making ceramic items. Fire clay produces [[stoneware]], while the other types produce [[earthenware]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = adur&lt;br /&gt;
| elvish  = avi&lt;br /&gt;
| goblin  = snustrok&lt;br /&gt;
| human   = ocul&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{soil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Soil Layers|*}}&lt;br /&gt;
[[Ru:Soil]]&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=319185</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=319185"/>
		<updated>2026-08-21T05:34:57Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Farm plots are only constructed by Planters. Added this info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building {{Menu icon|b|o|f|p}} | Build-&amp;gt;Workshops-&amp;gt;Farming-&amp;gt;Farm Plot, then drag over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Planter]] skill. Farm plots only display the kind of crops that they are able to grow when selected by clicking on the plot.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops, and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor {{Menu icon|b|n|f}} | Build-&amp;gt;Constructions-&amp;gt;Floor) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that, although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on '''all''' above-ground tiles, regardless of whether the farm will function - this warning may be ignored.  Tiles that ''actually'' lack mud or soil are excluded from the construction entirely, with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
=== Building a farm ===&lt;br /&gt;
[[File:farm_view.jpg|thumb|Enough to feed 1 dwarf for 2 days!]]&lt;br /&gt;
[[File:Champignonniere meules.jpg|thumb|Mushroom farming]]&lt;br /&gt;
&lt;br /&gt;
First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select W{{K|o}}rkshops, {{K|f}}arming, and then Farm {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, click the first desired corner, then the second, as you would build constructions like floors and walls. Keep your farms ''small'' – 2×2, up to 4×4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Now a dwarf with the Planters work detail (default set to &amp;quot;everybody does this&amp;quot;, meaning any available dwarf will come) will come and prepare the plot for planting. &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Click on the farm - you will see a list of crops you can select to grow in the local biome and current season. Now click on the [[crop]] you wish to plant in that season. Instructing a plot to remain fallow during a particular season will tell dwarves not to plant in that plot during that season. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the same menu, you can press check the box next to &amp;quot;Not set to fertilize&amp;quot;, changing the text to &amp;quot;Set to fertilize&amp;quot;. Fertilized crops produce larger stacks of plants, which can be useful to grow your [[seed]] supply early on and your food supply later on. You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the {{menu icon|y}} Labor menu, then click on the Kitchen tab, then click on Seeds.&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
'''Help, my farmers won't farm!''' &lt;br /&gt;
&lt;br /&gt;
*Verify that your Planter work detail is set to either &amp;quot;Everybody does this&amp;quot; or &amp;quot;Only selected do this&amp;quot;, and that in the latter case you have dwarves selected. If the selected dwarves are still not planting, try setting them to be specialised by clicking the green hammer / lock icon.&lt;br /&gt;
**Construction of farm plots also use the Planter job. If the work detail is set to &amp;quot;Only selected do this,&amp;quot; ensure there's at least one Planter assigned.&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square &lt;br /&gt;
|-&lt;br /&gt;
| 1 (1×1) || 1 || ''1.000''&lt;br /&gt;
|-&lt;br /&gt;
| 2 (1×2) || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 (1×3) || 1 || '''0.333'''&lt;br /&gt;
|-&lt;br /&gt;
| 4 (2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (2×5) || 3 || 0.300&lt;br /&gt;
|-&lt;br /&gt;
| 11 (1×11) || 3 || '''0.272'''&lt;br /&gt;
|-&lt;br /&gt;
| 12 (2×6, 3×4) || 4 || ''0.333''&lt;br /&gt;
|-&lt;br /&gt;
| 15 (3×5) || 4 || '''0.267'''&lt;br /&gt;
|-&lt;br /&gt;
| 16 (2×8, 4×4) || 5 || ''0.312''&lt;br /&gt;
|-&lt;br /&gt;
| 18 (2×9, 3×6) || 5 || 0.278&lt;br /&gt;
|-&lt;br /&gt;
| 19 (1×19) || 5 || '''0.263'''&lt;br /&gt;
|-&lt;br /&gt;
| 20 (2×10, 4×5) || 6 || ''0.300''&lt;br /&gt;
|-&lt;br /&gt;
| 21 (3×7) || 6 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 23 (1×23) || 6 || '''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 25 (5×5) || 7 || 0.280&lt;br /&gt;
|-&lt;br /&gt;
| 27 (3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 30 (2×15, 3×10, 5×6) || 8 || '''0.266'''&lt;br /&gt;
|-&lt;br /&gt;
| 31 (''n/a'') || 8 || '''''0.257'''''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (3×13) || 10 || '''0.256'''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (2×21, 3×14, 6×7) || 11 || '''0.262'''&lt;br /&gt;
|-&lt;br /&gt;
| 43 (''n/a'') || 11 || '''''0.262'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 (5×9) || 12 || 0.267&lt;br /&gt;
|-&lt;br /&gt;
| 46 (2×23) || 12 || '''0.261'''&lt;br /&gt;
|-&lt;br /&gt;
| 47 (''n/a'') || 12 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 49 (7×7) || 13 || 0.265&lt;br /&gt;
|-&lt;br /&gt;
| 50 (5×10) || 13 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 51 (3×17) || 13 || '''0.255'''&lt;br /&gt;
|-&lt;br /&gt;
| 55 (5×11) || 14 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (3×21, 7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (3×25, 5×15) || 19 || '''0.253'''&lt;br /&gt;
|-&lt;br /&gt;
| 87 (3×29) || 22 || '''0.252'''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (7×13) || 23 || '''0.252'''&lt;br /&gt;
|-&lt;br /&gt;
| 95 (5×19) || 24 || '''0.252'''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (9×11) || 25 || '''0.252'''&lt;br /&gt;
|-&lt;br /&gt;
| 100 (10×10) || 26 || ''0.260''&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Fertilizing a farm plot boosts production by up to 4 additional plants per stack each harvest. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. Fertilizing near the end of the season will just waste potash. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 30 per side) are both '''''bold &amp;amp; italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3×9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by checking the box next to &amp;quot;Not set to fertilize&amp;quot; while in the farm plot menu, or checking &amp;quot;Fertilize every season&amp;quot;. Only dwarves with the Planting work order will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; [[Wood furnace]] produces [[Ash]] (as [[bar]]s) &amp;gt; [[Ashery]] produces [[potash]] (as [[bar]]s).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
There is always at least one plant harvested.  Each of the following conditions, if true, has a 50% chance to yield an additional plant:&lt;br /&gt;
* If the farm plot is at least 25% fertilized.&lt;br /&gt;
* If the farm plot is at least 50% fertilized.&lt;br /&gt;
* If the farm plot is at least 75% fertilized.&lt;br /&gt;
* If the farm plot is 100% fertilized.&lt;br /&gt;
* Randomly, with a (skill in 5) chance -- where the skill is the Farmer's skill level when the seed was planted.  Always for Proficient (5) skill or higher.&lt;br /&gt;
* Randomly, with a (skill in 10) chance.  Always for Accomplished or higher.&lt;br /&gt;
* Randomly, with a (skill in 15) chance.  Always for Legendary.&lt;br /&gt;
* Randomly, with a (skill in 20) chance.  Always for Legendary+5 or higher.&lt;br /&gt;
* Randomly, with a (skill in 75) chance.  For this last check, the skill level is capped at Legendary+10 (25).&lt;br /&gt;
&lt;br /&gt;
A Legendary+10 farmer working in a completely fertilized plot will always satisfy the first eight conditions, with a 33.3% chance of making the last check.  Even then, each of these only has a 50% chance to increase yield, so the result can, in theory, be as low as 1!  But on average, such a farmer can expect 5.17 crops per seed planted.&lt;br /&gt;
&lt;br /&gt;
If you are farming on &amp;quot;poor soil&amp;quot; underground, all yields will be reduced by 75% (with a minimum of 1). See below for more details.&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six [[Crop#Dwarven crops|&amp;quot;dwarven&amp;quot; plants]], you will need an [[Tile attributes|underground]] farm plot. The seeds and spawn available to your dwarves at [[embark]] will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone. Farm tiles located in soil layers, except any which are part of a [[cavern]], are considered &amp;quot;poor&amp;quot; (even if covered in mud) and will reduce all yields by 75%; farming any where else underground, including muddied stone in '''any''' stone layer, will not reduce yields. [http://www.bay12forums.com/smf/index.php?topic=180689.msg8448153#msg8448153] It doesn't matter what the tiles themselves are made of, just their location; even if you cast [[obsidian]] in a soil layer, mine it out, and irrigate it, it will still count as &amp;quot;poor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a cavern, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet. Underground caverns are dirty, and frequently contain piles of mud that are perfect for quickly setting up farms. However, given the wide variety of [[Creature#Subterranean|creatures found in caverns]], you may want to take precautions. Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material – rough stone, smoothed stone, ore, gem – can support subterranean farm plots once there is a layer of mud covering it. See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
== Above-ground farming ==&lt;br /&gt;
&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome which supports their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[lake]], [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Above-ground farming is basically the same as underground farming, with the simplifying distinction that above-ground plots typically do not require preparatory work. However, there are some complications, of which the first is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil; you can channel some above-ground land, remove the resulting ramps, then construct a floor, above where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above-ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
Note that when creating an above-ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it; by default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience, so it's a good idea to set only your planters to harvest, not just anyone. To do that, go to {{menu icon|y}} Labor, then click Standing Orders, then click Other, then click &amp;quot;Everybody Harvests&amp;quot;. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again, so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither, and eventually [[rot]] away. There is no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed, yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially-planted, if at all. &lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwiki5by53by3farm.png&lt;br /&gt;
|classic=File:Quickstart_layout_3.png&lt;br /&gt;
|width=100px&lt;br /&gt;
|caption=A 5×5 room with a 3×3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3×3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5×5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[labor]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to green. Just make sure you check on the amount and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap, defaulted to 200 (this value can be adjusted in [[Settings#Population_and_seed_capacities|settings]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated. There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in settings). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear.&lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[labor]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[labor]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[#Yield and fertilization|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. Withering crops do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it takes an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links. When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: set desired barrels to 0 in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Category|Farming Workshops}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Soil&amp;diff=319184</id>
		<title>Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Soil&amp;diff=319184"/>
		<updated>2026-08-21T05:22:57Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Verified content - Removed migration banner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
[[File:soil_preview.png|thumb|270px|right|Probably not enough for 80 dwarves.]]'''Soil''' is the name for the various kinds of ground that can be [[farming|planted]] on (both above and below ground) without [[irrigation]] using [[water]].  In ''Dwarf Fortress'', the category of &amp;quot;Soil&amp;quot; includes all types of [[sand]], [[clay]], ooze, and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate the substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = adur&lt;br /&gt;
| elvish  = avi&lt;br /&gt;
| goblin  = snustrok&lt;br /&gt;
| human   = ocul&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Loam]]||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Loamy sand]]||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peat]]||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay loam]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy loam]]||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt]]||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay loam]]||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt loam]]||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Pelagic clay]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Siliceous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcareous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand (tan)]]||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Black sand]]||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Red sand]]||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[White sand]]||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Yellow sand]]||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|3:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay loam]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay]]||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay]]||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types &amp;quot;Loamy sand&amp;quot;, &amp;quot;Sandy clay loam&amp;quot;, and &amp;quot;Sandy loam&amp;quot; do '''not''' count as [[sand]] for [[glass]]making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep [[ocean]] tiles, usually far out from any embarkable site. Thus, they can rarely, if ever be encountered, in either [[fortress mode]] or [[adventurer mode]].&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|3:1:1}} are capable of supporting an [[aquifer]].&lt;br /&gt;
* The [[clay]] types listed at the bottom can be used for making ceramic items. Fire clay produces [[stoneware]], while the other types produce [[earthenware]].&lt;br /&gt;
&lt;br /&gt;
In previous versions, types and quantities of available soils were listed at the bottom right of the fortress location selection screen; in the current version, however, it will only indicate the presence of soil and whether it can be used as [[clay]].&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in [[stone|rock]], and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train [[miner]]s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be [[Smoothing|smooth]]ed, which makes it more difficult to make high-value rooms or pierce [[aquifer]]s, and impossible to carve [[fortification]]s, [[track]]s, or [[engraving]]s.&lt;br /&gt;
&lt;br /&gt;
Building a [[farm plot]] or [[road]] or removing a [[construction]] on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
===Trees and Shrubs===&lt;br /&gt;
Once you discover any [[cavern]] layer, all subterranean [[grass]], [[shrub]]s, and [[tree]]s growing within that cavern will begin to grow on any subterranean soil. Any kind of vegetation implicitly has some soil under it, even if it grew on [[mud]]dy stone; clearing the growth (such as by building a [[road]]) will thus create a soil floor, even in a stone [[layer]].  It will typically correspond to the lowest soil layer in the local [[biome]]; if that happens to be useful clay or sand, an enterprising player can use [[irrigation]] and some patience to move their sand/clay collection [[zone]]s closer to the [[magma]].&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{soil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Soil Layers|*}}&lt;br /&gt;
[[Ru:Soil]]&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Frequently_Asked_Questions&amp;diff=319141</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Frequently_Asked_Questions&amp;diff=319141"/>
		<updated>2026-08-19T10:23:02Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Fixed forums and IRC links /* Using DF Wiki (Editing policies) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page documents commonly asked questions and answers. Some of these questions were taken from the Bay12 Gameplay Questions page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---To add a new question, COPY the following line and PASTE it BETWEEN the ###### comments lower on this page.&lt;br /&gt;
{{FAQ2||Your question exactly as you want it to be read by others}}&lt;br /&gt;
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==General==&lt;br /&gt;
{{FAQ2-head|Game Basics}}&lt;br /&gt;
{{FAQ2|Z-axis|What is the Z-Axis?}}&lt;br /&gt;
{{FAQ2|Things to Do|What is the point of the game?}}&lt;br /&gt;
{{FAQ2|Losing|Fun}}&lt;br /&gt;
{{FAQ2|Time|How quickly does time pass in ''Dwarf Fortress''?}}&lt;br /&gt;
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{{FAQ2-head|Game Interface}}&lt;br /&gt;
{{FAQ2|Controls guide|Menu interface guide}}&lt;br /&gt;
{{FAQ2|Tilesets|What do these symbols represent?}}&lt;br /&gt;
{{FAQ2|Status icons|What do the flashing icons mean?}}&lt;br /&gt;
{{FAQ2|Maximizing framerate|How do I make the game run faster?}}&lt;br /&gt;
{{FAQ2|Efficient_gameplay|How do I accomplish tasks with fewer keystrokes?}}&lt;br /&gt;
{{FAQ2|Key bindings|What are good key bindings if I have a laptop or unusual keyboard?}}&lt;br /&gt;
{{FAQ2|Color Tiles|Where can I get color graphic tiles for this game?}}&lt;br /&gt;
{{FAQ2|Stocks#Inventory|On the z stocks page, why are numbers displayed in yellow such as 10? 20? etc}}&lt;br /&gt;
{{FAQ2|Reports|What do the {{Tile|C|4:1}} {{Tile|H|2:1}} and {{Tile|S|3:1}} in the top left border mean?}}&lt;br /&gt;
{{FAQ2|Technical tricks|What configuration options are available?}}&lt;br /&gt;
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{{FAQ2-tail}}&lt;br /&gt;
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{{FAQ2-head|Beginner's guide}}&lt;br /&gt;
{{FAQ2|Quickstart guide|Basic getting started guide}}&lt;br /&gt;
{{FAQ2|Quickstart guide/Starting site|Where in the world should I settle?}}&lt;br /&gt;
{{FAQ2|Starting build|What skills and items should I equip my dwarves with?}}&lt;br /&gt;
{{FAQ2|Where in my area should I build my fort|Where in my area should I build my fort?}}&lt;br /&gt;
{{FAQ2|What should I build first|What should I build first?}}&lt;br /&gt;
{{FAQ2|How do I assign tasks to specific dwarves|How do I assign tasks to specific dwarves?}}&lt;br /&gt;
{{FAQ2|Immigration|How do I get more dwarves?}}&lt;br /&gt;
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&lt;br /&gt;
==Environment==&lt;br /&gt;
{{FAQ2-head|Magma}}&lt;br /&gt;
{{FAQ2|Magma|Practically everything Magma related}}&lt;br /&gt;
{{FAQ2|Magma-safe|What can I use to make magma-proof items?}}&lt;br /&gt;
{{FAQ2|Channel|How do I channel magma?}}&lt;br /&gt;
{{FAQ2|Digging designation canceled|Digging designation canceled: Warm stone located}}&lt;br /&gt;
{{FAQ2|Magma#Finding_magma|Where can I find magma?}}&lt;br /&gt;
{{FAQ2|Garbage disposal|Can magma cremate dead dwarves instead of burying them?}}&lt;br /&gt;
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{{FAQ2-tail}}&lt;br /&gt;
&lt;br /&gt;
{{FAQ2-head|Wood}}&lt;br /&gt;
{{FAQ2|Wood|Do I really need wood?}}&lt;br /&gt;
{{FAQ2|Wood industry|Where can I get wood?}}&lt;br /&gt;
{{FAQ2|Tree farming|Where can I get even more wood?}}&lt;br /&gt;
{{FAQ2|Tower-cap|Is it possible to grow trees underground?}}&lt;br /&gt;
{{FAQ2|Tree farming|How long do tower-caps take to grow?}}&lt;br /&gt;
{{FAQ2|Tree|Do dead trees spawn new trees?}}&lt;br /&gt;
{{FAQ2|How much protection does wood armor provide?}}&lt;br /&gt;
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{{FAQ2-head|Water}}&lt;br /&gt;
{{FAQ2|Screw pump|How do I move water up levels?}}&lt;br /&gt;
{{FAQ2|Water pressure|How do I stop water moving up levels?}}&lt;br /&gt;
{{FAQ2|Swimmer|Can dwarves swim to the surface for air?}}&lt;br /&gt;
{{FAQ2|Swimmer|How long does it take for a dwarf/goblin/creature to drown?}}&lt;br /&gt;
{{FAQ2|Water#Water depth|How deep is the water?}}&lt;br /&gt;
{{FAQ2|Ice#Melting Ice|Is it possible to melt ice?}}&lt;br /&gt;
{{FAQ2|Well|How do I build a well?}}&lt;br /&gt;
{{FAQ2|Channel|How do I channel a path for water?}}&lt;br /&gt;
{{FAQ2|Flow|Will water push items around?}}&lt;br /&gt;
{{FAQ2|Dam|Can I build a dam to stop the water?}}&lt;br /&gt;
{{FAQ2|Digging designation canceled|Digging designation canceled: Damp stone located}}&lt;br /&gt;
{{FAQ2|Dryland|What is the best way to proceed on a map with no rivers? Will my dwarves die of thirst?}}&lt;br /&gt;
{{FAQ2|Fishing industry#Industry management|How can I divert a river to allow safe(ish) indoor fishing?}}&lt;br /&gt;
{{FAQ2|Aquifer|How can I dig through an aquifer?}}&lt;br /&gt;
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&lt;br /&gt;
==Fortress==&lt;br /&gt;
{{FAQ2-head|Buildings, Constructions and Rooms}}&lt;br /&gt;
{{FAQ2|Furniture|When I try to build a bed/door/chair why does it say needs bed/door/chair?}}&lt;br /&gt;
{{FAQ2|Furniture#Furniture_types_with_multiple_names|How do I make and build chests?}}&lt;br /&gt;
{{FAQ2|How do I construct a wall from a particular direction|How do I construct a wall from a particular direction?}}&lt;br /&gt;
{{FAQ2|Room|How do I designate rooms or areas?}}&lt;br /&gt;
{{FAQ2|Door|Help! My doors are stuck open!}}&lt;br /&gt;
{{FAQ2|Furniture|Once placed, can furniture be moved?}}&lt;br /&gt;
{{FAQ2|How do I increase the value of a room|How do I increase the value of a room quickly and easily?}}&lt;br /&gt;
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{{FAQ2-tail}}&lt;br /&gt;
&lt;br /&gt;
{{FAQ2-head|Moods}}&lt;br /&gt;
{{FAQ2|What's the easiest way to check dwarves happiness|What's the easiest way to check dwarves happiness?}}&lt;br /&gt;
{{FAQ2|Noise|How do I get my dwarves to sleep peacefully?}}&lt;br /&gt;
{{FAQ2|Keeping your dwarves happy|How can I keep my dwarves happy?}}&lt;br /&gt;
{{FAQ2|Strange mood|What does &amp;quot;taken by mood&amp;quot; mean?}}&lt;br /&gt;
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&lt;br /&gt;
{{FAQ2-head|Workshops}}&lt;br /&gt;
{{FAQ2|Steel#Production chain|How do I make steel?}}&lt;br /&gt;
{{FAQ2|Glass industry|How do I make glass?}}&lt;br /&gt;
{{FAQ2|Clothing industry|How do I make cloth?}}&lt;br /&gt;
{{FAQ2|Soap industry|How do I make soap?}}&lt;br /&gt;
{{FAQ2|Clutter#Remedy|My items are 'stuck' in a workshop; how do I stop this from happening?}}&lt;br /&gt;
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{{FAQ2-head|Error Messages}}&lt;br /&gt;
{{FAQ2|Dwarf cancels Store Item: Job item misplaced}}&lt;br /&gt;
{{FAQ2|Dwarf cancels Store Item: Item inaccessible}}&lt;br /&gt;
{{FAQ2|Dwarf cancels Construct Building: Item blocking site}}&lt;br /&gt;
{{FAQ2|Dwarf cancels task: Dropoff inaccessible}}&lt;br /&gt;
{{FAQ2|Dwarf cancels task: Dangerous terrain}}&lt;br /&gt;
{{FAQ2|Dwarf cancels task: Could not find path}}&lt;br /&gt;
{{FAQ2|Dwarf cancels task: Forbidden area}}&lt;br /&gt;
{{FAQ2|Dwarf cancels task: Job item lost or destroyed}}&lt;br /&gt;
{{FAQ2|Equipment mismatch|Dwarf cancels Pickup Equipment: Equipment mismatch}}&lt;br /&gt;
{{FAQ2|Dwarf cancels task: Interrupted}}&lt;br /&gt;
{{FAQ2|Dwarf cancels task: Handling dangerous creature}}&lt;br /&gt;
{{FAQ2|Stymied|Diplomacy Stymied - A diplomat has left unhappy}}&lt;br /&gt;
{{FAQ2|Dwarf cancels construct &amp;quot;Rock object&amp;quot;: Needs non-economic rock}}&lt;br /&gt;
{{FAQ2|Cat cancels Store Item in Stockpile: Too injured}}&lt;br /&gt;
{{FAQ2|Digging designation canceled|Digging designation canceled: Warm / Damp stone located}}&lt;br /&gt;
{{FAQ2|Miner cancels dig: Inappropriate dig square}}&lt;br /&gt;
{{FAQ2|Dwarf cancels fill pond: Inappropriate building}}&lt;br /&gt;
{{FAQ2|Their wagons have bypassed your inaccessible site}}&lt;br /&gt;
{{FAQ2|Dwarf cancels Construct Building: cannot reach site}}&lt;br /&gt;
{{FAQ2|Dwarf cancels construct &amp;quot;Rock short sword&amp;quot;: Needs sharpenable rock}}&lt;br /&gt;
{{FAQ2|Dwarf cancels construction of Wall: Creature occupying site}}&lt;br /&gt;
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{{FAQ2|Needs butcherable unrotten nearby item.}}&lt;br /&gt;
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{{FAQ2-tail}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{FAQ2-head|Farming}}&lt;br /&gt;
{{FAQ2|How do I build a farm?}}&lt;br /&gt;
{{FAQ2|How large a farm do i need|How large a farm do I need?}}&lt;br /&gt;
{{FAQ2|What is the best crop|What is the best crop?}}&lt;br /&gt;
{{FAQ2|How do I manage my seeds and crops|How do I manage my seeds and crops?}}&lt;br /&gt;
{{FAQ2|Using bins and barrels|What does &amp;quot;Reserved Barrels&amp;quot; and &amp;quot;Reserved Bins&amp;quot; mean?}}&lt;br /&gt;
{{FAQ2|Farming#Red_crops|Why are crops sometimes displayed with red writing?}}&lt;br /&gt;
{{FAQ2|Clothing industry|What do I do with these inedible crops?}}&lt;br /&gt;
{{FAQ2|Farming#Introduction_to_Farming|What does the option &amp;quot;Fallow&amp;quot; mean?}}&lt;br /&gt;
{{FAQ2|Farming#Farm_Plots_in_Action|My dwarves will only farm on a small part of the fields, why is this?}}&lt;br /&gt;
{{FAQ2|Farming|How do I make absolutely sure my farm plot is all set to produce crops?}}&lt;br /&gt;
{{FAQ2|Grower|If I don't see any dwarves working my farm plot, does that mean there's something wrong?}}&lt;br /&gt;
{{FAQ2|Stupid_dwarf_trick#Greenhouse|Can you grow surface crops on multiple z-levels in a tower if the floors are glass, even though there's soil on the glass?}}&lt;br /&gt;
{{FAQ2|What is the &amp;quot;seas fert&amp;quot; option for?}}&lt;br /&gt;
{{FAQ2|How do you create a custom stockpile that accepts only prepared foods?}}&lt;br /&gt;
{{FAQ2|Meat industry|How do you successfully breed and utilize animals(grazing, non-grazing and poultry)?}}&lt;br /&gt;
{{FAQ2|Irrigation|How often do you need to irrigate your farm fields?}}&lt;br /&gt;
{{FAQ2|How do I manage my seeds and crops|Having banned seeds from the kitchen, how to prevent dwarves from eating them raw?}}&lt;br /&gt;
{{FAQ2|Seed#Seed_Production|Why do my planters keep complaining they have no seeds?}}&lt;br /&gt;
{{FAQ2|Breeding#Bugs|Why won't my animals breed?}}&lt;br /&gt;
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&lt;br /&gt;
{{FAQ2-head|Military}}&lt;br /&gt;
{{FAQ2|Military quickstart|How do I get my dwarves to fight?}}&lt;br /&gt;
{{FAQ2|Military|Recruiting, equipping, and managing your military}}&lt;br /&gt;
{{FAQ2|Sparring|How do I train my dwarves' martial skills?}}&lt;br /&gt;
{{FAQ2|Cross-training|How to train civilians into super-soldiers}}&lt;br /&gt;
{{FAQ2|Equipment and encumbrance|How do I keep armor from slowing my soldiers down?}}&lt;br /&gt;
{{FAQ2|Assign animal|How do I train and deploy animals when needed?}}&lt;br /&gt;
{{FAQ2|Help! My civilians keep running into combat!}}&lt;br /&gt;
{{FAQ2|Cage|How do I remove weapons from caged prisoners?}}&lt;br /&gt;
{{FAQ2|Squad#Troubleshooting|Why can't I get my dwarves equipped?}}&lt;br /&gt;
{{FAQ2|How do I stop my marksdwarves from wrestling?}}&lt;br /&gt;
{{FAQ2|Military_quickstart#invisible_uniforms|Why do my soldiers keep dropping their equipment?}}&lt;br /&gt;
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&lt;br /&gt;
{{FAQ2-head|Mining}}&lt;br /&gt;
{{FAQ2|How do I get my dwarves to haul stones only from certain areas|How do I get my dwarves to haul stones only from certain areas?}}&lt;br /&gt;
{{FAQ2|Exploratory mining|How do I find ores to mine?}}&lt;br /&gt;
{{FAQ2|How do I get my dwarves to haul ores and ignore useless stones|How do I get my dwarves to haul ores and ignore useless stones?}}&lt;br /&gt;
{{FAQ2|Stone management|How do I get rid of all this stone?}}&lt;br /&gt;
{{FAQ2|How do I stop miners from falling in channels as they dig them|How do I stop miners from falling in channels as they dig them?}}&lt;br /&gt;
{{FAQ2|cave-in|What causes a cave-in?}}&lt;br /&gt;
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&lt;br /&gt;
{{FAQ2-head|Smithing}}&lt;br /&gt;
{{FAQ2|Melt item|What are the best goods for training?}}&lt;br /&gt;
{{FAQ2|Maximizing value#Metal|What are the best goods for trade?}}&lt;br /&gt;
{{FAQ2|Weapon|Which weapons are best?}}&lt;br /&gt;
{{FAQ2|Armor|Which armors are best?}}&lt;br /&gt;
{{FAQ2|Divine metal|What is &amp;quot;flowery&amp;quot; metal, &amp;quot;dark&amp;quot; metal, etc.?}}&lt;br /&gt;
{{FAQ2|Armor#Special_procedurally_generated_armors|Why did my moody armorsmith produce a &amp;quot;bulging&amp;quot; breastplate?}}&lt;br /&gt;
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&lt;br /&gt;
==Gameplay: Uncategorized==&lt;br /&gt;
&lt;br /&gt;
'''Water Questions'''&lt;br /&gt;
&lt;br /&gt;
Q: ''If you drain water into naturally flooded caverns, will it flow off the map? Or will they eventually start to fill up?''&lt;br /&gt;
&lt;br /&gt;
A: It will flow off the edge of the map.&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
Q: ''I've got someone in a mood and he wants bones. Well, there's a dead bear skeleton just outside the fort, and I've got lots of tame animals tethered or wandering around.''&lt;br /&gt;
&lt;br /&gt;
A: First off, make sure you've got a butcher's shop, and a dwarf with butchering labor enabled.&lt;br /&gt;
Then go to the &amp;quot;animals screen&amp;quot;(from {z} screen), and toggle &amp;quot;ready for slaughter&amp;quot; for those you want to kill.&lt;br /&gt;
Your butcher will also automatically butcher every dead animal in the refuse stockpile. This includes extracting bones from &amp;quot;partial skeletons&amp;quot;. Make a refuse stockpile by the butcher's, and enable refuse gathering from the outside(o-&amp;gt;r-&amp;gt;o, iirc).&lt;br /&gt;
&lt;br /&gt;
'''Mining'''&lt;br /&gt;
&lt;br /&gt;
Q: ''I have 3 miners in my fort, 1 is a migrant (He's the working miner) the other 2 came on embark. The original 2 won't mine anything. (I checked and they're holding picks) The new guy is steady mining all the time. What gives?''&lt;br /&gt;
&lt;br /&gt;
A: If you're mining a tunnel which is only 1 square in width, only 1 dwarf will mine. Ensure they all have picks equipped. &lt;br /&gt;
Did you perchance assign mining through Dwarf Therapist?&lt;br /&gt;
Either way, unassign, unpause, and then reassign mining labor. Could be all that's required.&lt;br /&gt;
In some of my own tests, it wasn't even necessary to unpause - just going into v-p-l, selecting Mining (or Wood Cutting) and hitting Enter twice was enough to fix it.&lt;br /&gt;
&lt;br /&gt;
'''Immigrants'''&lt;br /&gt;
&lt;br /&gt;
Q: ''Is there any way to edit the frequency or max/min amount of migrants that join your fortress? I keep keeping double digit migrations and I hate being forced to expand quickly. I know I can just draft some into military positions, but I have a picky principle on better to not have labor than to waste labor.''&lt;br /&gt;
&lt;br /&gt;
A: See [[Immigration]]&lt;br /&gt;
&lt;br /&gt;
'''Groups'''&lt;br /&gt;
&lt;br /&gt;
Q: ''I've recently noticed while browsing Legends that some of my dwarves started a group, &amp;quot;The Noiseless Thing&amp;quot;. It doesn't say it worships anything/anyone, but dwarves entered it ''en masse'' (though I don't think all of them). Should I be worried? I also have not found anything when searching for &amp;quot;group&amp;quot; on the subject on this wiki.&lt;br /&gt;
&lt;br /&gt;
'''Saving'''&lt;br /&gt;
&lt;br /&gt;
Q: ''Is there autosaving?''&lt;br /&gt;
&lt;br /&gt;
A: Autosave frequency can be configured in [[Settings#Autosaves|settings]]; this does not happen in adventure mode, and the number of autosaves cannot be configured.&lt;br /&gt;
&lt;br /&gt;
'''Sound'''&lt;br /&gt;
&lt;br /&gt;
Q: Every time I start the game the sound is at 255/255. Is there any way to make it start at a different level?&lt;br /&gt;
&lt;br /&gt;
A: In your init file, you can turn sound off by default with [SOUND:NO] or set the sound to a specific volume with [VOLUME:100] or whatever level you want. The init file can be found in the ''Dwarf Fortress'' folder under data/init/init.txt&lt;br /&gt;
&lt;br /&gt;
==Using DF Wiki (Editing policies)==&lt;br /&gt;
While browsing the wiki, users are encouraged to contribute by adding information, correcting mistakes, improving links between articles, and researching unconfirmed or incomplete facts.  If you're new to the game, you are even more likely to encounter errors, be confused by inconsistencies or phrasing, or have unanswered questions that should be answered here.  While you gather your answers — from the [[Bay 12 Forums|forums]], on [[IRC|IRC]], through playing and testing, or by other means — and figure things out, you're in a unique position to improve the information here for the next person.&lt;br /&gt;
&lt;br /&gt;
A good wiki is not just about quality information, but also quality presentation and accessibility.  There are many editing customs which contribute to quality and consistency of the wiki.  Please take a few minutes to read the [[DF:Community_Portal|Rules]].  You can also look through the [[DF_talk:Manual_of_Style|Style Manual]] and some of the other discussions on the [[DF:Centralized_Discussion|centralized discussion page]] found through navigation panel on the left.  For technical help with editing features, such as linking and formatting, click the [[Help:Contents|Help link]], also on the left navigation panel.&lt;br /&gt;
&lt;br /&gt;
Facts should be verified to be complete and accurate, preferably in game, before adding to the wiki.  When in doubt, but you think it's useful information, just add it and someone will fix it later.  If an item of information is not verified, it should be [[:Category:Verify|labeled for verification]].&lt;br /&gt;
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Each topic has a Talk page where you can ask questions, discuss your ideas and reasoning with others until the facts are worked out, or say anything that doesn't belong in the actual topic page.  Remember this is not a forum, so don't expect replies or even to be noticed if you didn't use a verify label in the topic page.  Always [http://en.wikipedia.org/wiki/Wikipedia:Signatures sign] your talk page comments with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;, and read the [[Wikipedia:Talk_page_guidelines|talk page guidelines]].  Note that not all topics have an existing Talk page.  Clicking a verify link or the Discussion tab on the topic's main page will create one (see Starting a New Page below).&lt;br /&gt;
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Starting a New Page: There are various ways to [http://www.mediawiki.org/wiki/Help:Starting_a_new_page start a new page].  However, only the &amp;quot;Autoconfirmed&amp;quot; [[Special:ListGroupRights|user group]] may do so.  You will be automatically added to this group once you have contributed a reasonable number of edits (currently 3). Until then, you may request the creation of new pages on [[DF:Page request|this request page]].&lt;br /&gt;
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==Writing answers policy==&lt;br /&gt;
If you know of a page on the wiki that answers a question already, '''don't''' just redirect to it. Edit the FAQ and change the link to point to it directly.&lt;br /&gt;
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Whether you link to a page, or create a new page to answer the question, '''don't forget''' to add the template code! That would be: &amp;lt;nowiki&amp;gt;{{Name of FAQ}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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{{Getting Started}}&lt;br /&gt;
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[[Category:FAQ]]&lt;br /&gt;
[[ru:Frequently Asked Questions]]&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reindeer&amp;diff=319140</id>
		<title>Reindeer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reindeer&amp;diff=319140"/>
		<updated>2026-08-19T08:07:56Z</updated>

		<summary type="html">&lt;p&gt;AustralianUrist: Adding male/female/child names.&lt;/p&gt;
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&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=reindeer_sprites.png&lt;br /&gt;
|portrait=reindeer_portrait_anim.gif&lt;br /&gt;
|fat=8-9&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|meat=9-11&lt;br /&gt;
|horn=2&lt;br /&gt;
|bone=16&lt;br /&gt;
|hoof=4&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|hair=1&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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'''Reindeer''' are very versatile [[domestic animal]]s, providing not only a respectable amount of [[meat]], but also [[horn]]s and hooves that can be used for crafting. They also produce [[milk]], which can be cooked directly or used to make [[cheese]]. While reindeer require a [[pasture]] to survive, they need less grass than most other large herbivores, making them a great choice for the food industry. They may be brought on [[embark]] or found in wild populations in [[taiga]]s and [[tundra]]s. Male reindeer are called ''reindeer bulls'', females are called ''reindeer cows'', and babies are called ''reindeer calves''.&lt;br /&gt;
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Some dwarves [[Preferences|like]] reindeer for their ''large herds''.&lt;br /&gt;
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[[File:20070818-0001-strolling reindeer.jpg|thumb|400px|center|Admired for its ''large herds''.]]&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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&amp;lt;!--Reference: &amp;quot;Rudolph the Red-Nosed Reindeer&amp;quot; titular character of children's book--&amp;gt;&lt;br /&gt;
It has been rumored that some reindeer are generated with red noses. It has yet to be tested if this is somehow related to [[Goblin Christmas]]. It has also been rumoured that due to the relation of these rare specimens to fat [[humans]] and [[elves]], the red-nosed sub-species has been systematically killed off by the dwarves.&lt;br /&gt;
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{{Translation| dwarven = memad-kizbiz | elvish = reli-liyìÿi | goblin = nusnost-unes | human = gisla-keth}}&lt;br /&gt;
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{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>AustralianUrist</name></author>
	</entry>
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