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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Clickthecreeper</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-04T13:59:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tool&amp;diff=316072</id>
		<title>Talk:Tool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tool&amp;diff=316072"/>
		<updated>2026-06-02T17:51:21Z</updated>

		<summary type="html">&lt;p&gt;Clickthecreeper: Created page with &amp;quot;Do these exist anymore in game? Or at least is it even possible to make them in fortress mode? If I go to queue a work order for &amp;quot;ladel&amp;quot;, &amp;quot;cauldron&amp;quot;, &amp;quot;pestle&amp;quot;, or many of the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do these exist anymore in game? Or at least is it even possible to make them in fortress mode? If I go to queue a work order for &amp;quot;ladel&amp;quot;, &amp;quot;cauldron&amp;quot;, &amp;quot;pestle&amp;quot;, or many of the other listed tools, nothing shows up. Also, were they ever actually used by dwarves to do anything functional?&lt;br /&gt;
[[User:Clickthecreeper|Clickthecreeper]] ([[User talk:Clickthecreeper|talk]]) 17:51, 2 June 2026 (UTC)clickthecreeper&lt;/div&gt;</summary>
		<author><name>Clickthecreeper</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Clickthecreeper&amp;diff=280903</id>
		<title>User talk:Clickthecreeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Clickthecreeper&amp;diff=280903"/>
		<updated>2023-01-01T04:24:39Z</updated>

		<summary type="html">&lt;p&gt;Clickthecreeper: /* Heading text */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heading text ==&lt;br /&gt;
Minor issue, but I noticed you brought up the &amp;quot;work order rework in the steam version&amp;quot; in an edit to the glassmaker page--there actually was none, work orders are the same as they've been since 0.43.01, just slightly more easy to access now. The wiki being ''years'' out of date isn't terribly uncommon, though, this ain't a real problem, just best not to give misinformation, ha. [[User:Putnam3145|Putnam]] ([[User talk:Putnam3145|talk]]) 03:48, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wow, you're totally correct, just checked with a previous DF version and it is totally possible. I actually had no idea you could set traits for the condition in the previous versions, I thought that was new. [[User:Clickthecreeper|Clickthecreeper]] ([[User talk:Clickthecreeper|talk]]) 04:23, 1 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Clickthecreeper</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Clickthecreeper&amp;diff=280900</id>
		<title>User:Clickthecreeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Clickthecreeper&amp;diff=280900"/>
		<updated>2023-01-01T04:24:21Z</updated>

		<summary type="html">&lt;p&gt;Clickthecreeper: Created page with &amp;quot;clickthecreeper's user page. (hopefully) active editor.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;clickthecreeper's user page. (hopefully) active editor.&lt;/div&gt;</summary>
		<author><name>Clickthecreeper</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=280895</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=280895"/>
		<updated>2023-01-01T04:17:40Z</updated>

		<summary type="html">&lt;p&gt;Clickthecreeper: /* Yield and fertilization */  fixed section regarding fertiliser to update to v50.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|o}}-{{k|f}}-{{k|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 [[Grower]] 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 ({{k|b}}-{{k|n}}-{{k|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's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
=== 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'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) 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 Labor menu ({{k|y}}), 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;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable 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 (1×4, 2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (1×6, 2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (1×8, 2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (1×9, 3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (1×10, 2×5) || 3 || '''0.300'''&lt;br /&gt;
|-&lt;br /&gt;
| 11 (''n/a'') || 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 (''n/a'') || 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 (''n/a'') || 6 || '''''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 27 (3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 36 (4×9, 6×6) || 10 || ''0.278''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (''n/a'') || 10 || '''''0.256'''''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (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;
| 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 (''n/a'') || 13 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (''n/a'') || 19 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (''n/a'') || 23 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (''n/a'') || 25 || '''''0.253'''''&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. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - 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 10 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, 3x9, 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 fertilise&amp;quot; while in the farm plot menu, or checking &amp;quot;Fertilise every season&amp;quot;. Only dwarves with the Planting work order will apply fertiliser; 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 [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material – rough stone, smoothed stone, ore, gem – can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
== Above-ground farming ==&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''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 [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above-ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil; you can channel some above-ground land, remove the resulting ramps, then construct a floor, above where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, go to Labor ({{k|y}}), then click Standing Orders, then click Other, the 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;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[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 set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[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 [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links. 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;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>Clickthecreeper</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=280892</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=280892"/>
		<updated>2023-01-01T04:15:01Z</updated>

		<summary type="html">&lt;p&gt;Clickthecreeper: rewrote a number of sections to be accurate to version 50.4. Still work to be done including changing tile icons to match modern graphics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|o}}-{{k|f}}-{{k|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 [[Grower]] 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 ({{k|b}}-{{k|n}}-{{k|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's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
=== 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'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) 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 Labor menu ({{k|y}}), 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;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable 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 (1×4, 2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (1×6, 2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (1×8, 2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (1×9, 3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (1×10, 2×5) || 3 || '''0.300'''&lt;br /&gt;
|-&lt;br /&gt;
| 11 (''n/a'') || 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 (''n/a'') || 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 (''n/a'') || 6 || '''''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 27 (3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 36 (4×9, 6×6) || 10 || ''0.278''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (''n/a'') || 10 || '''''0.256'''''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (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;
| 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 (''n/a'') || 13 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (''n/a'') || 19 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (''n/a'') || 23 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (''n/a'') || 25 || '''''0.253'''''&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. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - 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 10 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, 3x9, 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 pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material – rough stone, smoothed stone, ore, gem – can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
== Above-ground farming ==&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''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 [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above-ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil; you can channel some above-ground land, remove the resulting ramps, then construct a floor, above where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, go to Labor ({{k|y}}), then click Standing Orders, then click Other, the 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;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[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 set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[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 [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links. 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;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>Clickthecreeper</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glass_industry&amp;diff=280880</id>
		<title>Glass industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glass_industry&amp;diff=280880"/>
		<updated>2023-01-01T03:32:51Z</updated>

		<summary type="html">&lt;p&gt;Clickthecreeper: removed migrated tag, rated article quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Agricola-4.png|thumb| The glass industry can be a modern technological marvel.]]&lt;br /&gt;
The '''Glass Industry''' is a versatile and, under the right circumstances, sustainable source of items. Everything from [[finished goods]] to [[furniture]] to low value [[glass]] [[gem]]s to [[block]]s to [[trap component]]s can be created in [[glass]], making [[Glassmaker]] a very useful profession. Since glass is [[magma-safe]] and capable of producing all  necessary [[screw pump]] components, a glassmaking industry can prove quite valuable when working with [[magma]].&lt;br /&gt;
&lt;br /&gt;
==Producing glass==&lt;br /&gt;
The limiting factors to [[glass]] production are [[sand]] and [[fuel]]; in order to produce glass in great quantities your map must have sand (any single tile has an infinite amount of sand) and either a good source of coal, magma or many trees. Small quantities of sand can regularly be acquired from [[caravan]]s, but rarely enough to run a large industry. Soil layers may or may not include sand; there is no way to tell if your map will provide it until you embark (other than [[cheating]]).  If you want to ensure the possibility of a flourishing glass industry, embark on a [[sand desert]] or [[badlands]] biome. Keep in mind these biomes by themselves don't have [[tree]]s to [[fuel]] your furnaces early on. Another option is to embark adjacent to an [[ocean]], as the beaches are usually composed of sand, but this usually results in fighting the [[aquifer]] that predictably accompanies a coastline, lengthening the time until it takes to [[mine]] down to the [[magma]] sea.&lt;br /&gt;
&lt;br /&gt;
To make items from glass, sand must first be gathered in [[bag]]s using a task available at any [[glass furnace]], &amp;quot;Gather Sand&amp;quot;.  You must designate a [[activity zone|Sand Collection zone]] from the ({{k|z}})-menu that includes an accessible area of sand in order for this task to be performed. Only cut glass &amp;quot;gems&amp;quot; (and [[artifact]]s) can be made from raw glass purchased from [[caravan]]s.  All other glass objects must be made from &amp;quot;sand bearing items&amp;quot;, i.e. bags of sand.&lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at a furnace.  A standard [[glass furnace]] will consume one unit of [[fuel]] per job; a [[magma glass furnace]] uses no fuel.&lt;br /&gt;
&lt;br /&gt;
===Collecting sand===&lt;br /&gt;
All sustainable types of glassmaking require a [[container|bag]] of [[sand]]. The &amp;quot;Collect [[Sand]]&amp;quot; order at the glass furnace requires the &amp;quot;[[hauling#Item_hauling|item hauling]]&amp;quot; labour, not glassmaking (ie. setting a custom work detail for glassmaking will not stop other dwarves from completing a collect sand task at a glass furnace). The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from performing any other jobs there until after the collection has been completed. &lt;br /&gt;
&lt;br /&gt;
Sand for glass can only be collected from [[DF2014:Activity_zone#Sand_collection|collection zones]] placed on floors made of [[DF2014:Sand_(tan)|&amp;quot;Sand (tan)&amp;quot;]], [[DF2014:Black_sand|&amp;quot;Black sand&amp;quot;]], [[DF2014:Red_sand|&amp;quot;Red sand&amp;quot;]], [[DF2014:White_sand|&amp;quot;White sand&amp;quot;]], or [[DF2014:Yellow_sand|&amp;quot;Yellow sand&amp;quot;]].  Any sandy [[DF2014:Soil|soil]] type with [[DF2014:Sandy_loam|&amp;quot;Loam&amp;quot;]] or [[DF2014:Loamy_sand|&amp;quot;Loamy&amp;quot;]] in it will not work for glassmaking.&lt;br /&gt;
&lt;br /&gt;
====Collecting sand efficiently====&lt;br /&gt;
Due to the work order rework in the steam version, setting up automatic collect sand orders is fairly simple. The steps to do so are as follows:&lt;br /&gt;
:*Create a new work order to Collect Sand.&lt;br /&gt;
:*Enter the set conditions menu for the order, and add two new conditions.&lt;br /&gt;
:*In the first condition, click Type, then enter &amp;quot;bags&amp;quot;. Then click Adj and enter &amp;quot;empty items&amp;quot;. You may be sent back to the work order menu when you hit escape, so re-enter the Collect Sand task. Now set the number to something reasonable (if you don't want too many job cancellations, set it higher than the number of times the order is set to run (default is 10). The first condition should now read: &amp;quot;Amount of empty bags available is at least 10&amp;quot;.&lt;br /&gt;
:*In the second condition, click Adj and enter &amp;quot;sand-bearing items&amp;quot;. You may also enter the Type &amp;quot;bags&amp;quot;, but it is not necessary. Now set the number to the number of bags you wish to keep on hand at any given time. Finally, set the inequality to &amp;quot;less than&amp;quot; or &amp;quot;at most&amp;quot;. The second condition should read: &amp;quot;Amount of sand-bearing items available is less than 20&amp;quot;.&lt;br /&gt;
I would recommend setting this work order up in a dedicated glass furnace next to your sand collection zone so as not to interfere with glass production. To do this, click on your glass smelter, click on Work Orders, set general work orders allowed to zero, then follow the above steps, clicking on the create new work order button inside the shop instead of in the main Work Orders menu.&lt;br /&gt;
&lt;br /&gt;
==Varieties of glass==&lt;br /&gt;
:*Producing '''green glass''' requires only a bag of sand. Green glass items are [[value|worth]] twice as much as objects made from most [[stone]], making it equivalent to cheap metals like [[copper]] and [[zinc]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''clear glass''' requires one bar of [[pearlash]] in addition to a bag of sand. Clear glass items are worth five times as much as items made from most stones, making it equivalent to metals like [[bronze]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''crystal glass''' requires no sand, but does require pearlash and rough [[rock crystal]]s, a [[gem]] which is not found on all maps. Cut rock crystals bought from [[trader]]s will not work for producing crystal glass. Crystal glass is worth ten times as much as objects made from most stones, making it equivalent in value to metals like [[silver]].&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;[[Glass]]&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
[[Image:Glass Industry 2012 Update.png|Flowchart of the glass industry and its interaction with surrounding industries.]]&lt;br /&gt;
&lt;br /&gt;
==Glassmaking vs. other professions==&lt;br /&gt;
Functionally, the glass industry is like a cross between the [[stone industry]] and the [[metal industry]], incorporating elements from both. Functionally, it is similar to metalworking, using a furnace and fuel to produce its products, and its products can have material values similar to metals. Meanwhile, its actual product output is most similar to stoneworking, with only a few differences, and it can pretty much fully replace masonry except for those instances.&lt;br /&gt;
&lt;br /&gt;
===vs. Stoneworking===&lt;br /&gt;
There is considerable overlap between items produced from [[stone]] at a [[Mason's workshop]], and items produced from glass at glass furnaces. [[Mason]]ry is easier to get running and will [[stone management|clear excess stone]] from your fortress. Glass produces items with a higher base [[value]] (unless you make your masons use flux or [[obsidian]]), and using a [[magma glass furnace]] allows you to make green glass objects without consuming anything but dwarven labor. Glass also provides a [[magma-safe]] alternative, to prepare for magma-based projects before it's discovered or avoid stockpile micromanagement for the correct building materials. Unique stone products which cannot be made of glass are querns/millstones, slabs, crafts, and stone short swords.&lt;br /&gt;
&lt;br /&gt;
===vs. Metalworking===&lt;br /&gt;
There are many similarities in the processes between [[metalsmithing]] and glassmaking. Both require fuel, and both require supplementary materials for certain unique products. Additionally, crafts are made directly at the furnace, rather than at a craftsdwarf's workshop. Metalworking is generally more likely to be started first, as any site will eventually find metals and fuel, (if even only in the form of magma) and quality weapons are often needed to start a military, but how much you can make is limited by how much you can dig up or buy. Glassmaking has the potential to produce ''infinite'' products, if given sand, enough bags, and magma. Also, while metal ores are turned into an intermediary material, (bars) by another profession at a different workshop, which must then be forged into a product, glassmaking produces a product directly from the raw materials, and still leaves you with an empty bag. Finally, metalworking has a far more diverse range of products, including restraints, weapons, and armor.&lt;br /&gt;
&lt;br /&gt;
==Glassmaking and [[minecart]]s==&lt;br /&gt;
In a typical fortress, [[magma]] is located deep below, while sand is a soil layer and thus without some creative management is just below ground. Without minecarts, each sand bag will be carried by a single dwarf, thus requiring a lot of dwarf labour and wide staircases. With minecarts one can not only transport a lot of sand bags to the magma furnace without much dwarf-time wasted on hauling, but also transport all the glass products back up. If set up, the track can be also used to supply (and grab from) [[magma smelter]] which is likely to be located close to [[magma glass furnace]].&lt;br /&gt;
If one is too lazy to set up a track, minecart system can be easily used simply to haul all the sand bags in a convenient container (requires a wooden minecart). If both endpoints are set to '''guide''', but are left disconnected, dwarves will just grab the minecart and haul it to their destination. Since sand bags and wooden minecarts are both reasonably light, the dwarf won't slow down much. Another solution if you have an iron (magma safe) minecart is to use it to haul magma up and dump it in a channelled tile in your sand level (video tutorial linked [https://youtu.be/jlpj9qimx4s here]). If you then build magma glass furnaces on top of that magma you can avoid multi z-level hauling since your entire glass industry will be in one location.&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Glass industry]]&lt;/div&gt;</summary>
		<author><name>Clickthecreeper</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hauling&amp;diff=280871</id>
		<title>Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hauling&amp;diff=280871"/>
		<updated>2023-01-01T03:01:19Z</updated>

		<summary type="html">&lt;p&gt;Clickthecreeper: minor edit for hotkeys and refuse hauling menuing clarification. NEEDS MAJOR REWRITE that I am not up to at the moment.&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
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[[File:carry_dwarf.jpg|thumb|170px|right|Even carved horn dwarves are busy.]]'''Hauling''' is the process of carrying an object to a new location. Objects being carried by a creature will show up in the creature's inventory as &amp;quot;Hauled&amp;quot;. There are several specific hauling [[labor]]s, based on the type(s) of items to be moved; these labors may be enabled or disabled on dwarves as needed. Note that the appropriate labor is not always clear (animal haulers carry caged animals, while any dwarf can lead an uncaged animal), and hauling tasks can be modified by [[burrow]]s, [[standing orders]], and item state (in use or [[forbid]]den).&lt;br /&gt;
&lt;br /&gt;
In popular usage, the term '''hauler''' refers to a dwarf in [[fortress mode]] who has no labors enabled other than hauling. In large fortresses where there may be great distances for haulers to travel, individual hauling tasks may take a long time to complete. Using dedicated haulers allows specialist dwarves to spend more time in their [[workshop]]s, instead of dragging raw materials or finished products around. Haulers are good candidates for [[cross-training]] to help improve their strength and agility [[attributes]], which are important when moving heavy objects across a fortress quickly. (Ironically, hauling does not train attributes itself.)&lt;br /&gt;
&lt;br /&gt;
To improve the efficiency of hauling items to [[stockpile]]s, [[container]]s, [[minecart]]s, and [[wheelbarrow]]s can be employed. Note, however, that due to a number of outstanding bugs, these tools may actually ''decrease'' efficiency; see [[#Bugs|Bugs]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Automatic hauling ==&lt;br /&gt;
Some hauling tasks do not require any hauling [[labor]]:&lt;br /&gt;
* A dwarf working at a workshop will gather the raw materials needed to produce wanted goods. However, produced goods require the appropriate hauling [[labor]] to be moved out of the workshop in order to avoid [[clutter]].  Dwarves producing goods at a workshop tend to keep producing them and will not necessarily clear their own workshops of clutter even when they have the appropriate hauling labor enabled.&lt;br /&gt;
* A [[mood|moody]] dwarf will gather the raw materials needed for a mysterious construction.&lt;br /&gt;
* A dwarf {{k|b}}uilding something will move the needed materials to the construction site.&lt;br /&gt;
** Before a dwarf will build something, he will need to have the appropriate labor as specified by the task. If the dwarf is building a chair or similar, the dwarf needs Furniture Hauling; if the dwarf is building a wooden wall, it's Building Construction, and so forth. Workshops are usually constructed by any dwarf that can work in that workshop.&lt;br /&gt;
** A dwarf will clear the tiles where he/she builds from all scattered objects ('''stone !!!''') before starting the build&lt;br /&gt;
* A [[herbalist]] will haul any successfully-gathered plant to a stockpile immediately, if there is space available in one.  They also pick up and move [[stepladder]]s around as necessary.&lt;br /&gt;
* Dwarves in the midst of eating will carry their meal to a table. Military dwarves, however, will eat directly off of the floor.{{verify}}&lt;br /&gt;
* Dwarves who have just finished drinking booze will return their barrel to the nearest food stockpile.&lt;br /&gt;
* If you have the &amp;quot;All dwarves harvest&amp;quot; option turned on, all dwarves will help bring in the harvest, even if they don't have Food Hauling enabled.&lt;br /&gt;
* Various medical tasks such as bringing injured dwarves food or water, dressing wounds, and so forth have their own labors associated with them and do not require hauling.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
Dwarves with the stone hauling [[labor]] enabled will haul [[stone]]s and [[ore]]s to the appropriate [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Note: Dwarves, being the kind fellows they are, practically insist on hauling one of the farthest stones into your stockpiles. They tend to ignore eligible, nearby stones 'for the greater good of the fortress'. This selfless act often results in terribly long journeys, carrying just one stone. See the section on [[Stone management]] for tips on combating this problem.&lt;br /&gt;
&lt;br /&gt;
== Wood hauling ==&lt;br /&gt;
Dwarves with the wood hauling [[labor]] enabled will haul wood [[log]]s to the corresponding [[stockpile]]s. &amp;lt;s&amp;gt;Deforestation&amp;lt;/s&amp;gt; Wood production can be sped up a lot by turning off wood hauling on your most skilled [[Wood cutter|woodcutter]] who will focus exclusively on cutting down trees. This will however expose more of your dwarves as many wood haulers will go outside to retrieve the logs.&lt;br /&gt;
&lt;br /&gt;
== Item hauling ==&lt;br /&gt;
Dwarves with the item hauling [[labor]] will haul miscellaneous items like blocks and collect [[sand]] for a [[glass furnace]] or [[clay]] for a [[kiln]]. Finished goods (such as crafted goods) and [[gem]]s (both rough and cut) are also considered Items.&lt;br /&gt;
&lt;br /&gt;
Stone blocks are also moved using the item hauling labor.&lt;br /&gt;
&lt;br /&gt;
== Food hauling ==&lt;br /&gt;
Dwarves with the food hauling [[labor]] will haul food and drinks to the appropriate [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
== Refuse hauling ==&lt;br /&gt;
Dwarves with the refuse hauling [[labor]] will haul rotting food, and non-dwarf bodyparts to refuse [[stockpile]]s. They will also [[dump]] marked items to the appropriate garbage [[activity zone]]. Refuse hauling is subject to standing orders (''{{k|y}}: Labor -&amp;gt; Standing Orders tab -&amp;gt; Refuse and Dumping -&amp;gt; all Refuse options).&lt;br /&gt;
&lt;br /&gt;
== Burial ==&lt;br /&gt;
Dwarves with the burial [[labor]] will haul dwarf and pet [[corpse]]s and bodyparts to corpse [[stockpile]]s or [[coffin]]s.  This may not work without item hauling also turned on, however. Having the burial labor enabled may have catastrophic consequenses. Hordes of unemployed [[dwarves]] often stoicly decide to gather every single toenail and tooth from their recently mutilated comrade, even if it means certain death in the hands of [[goblin]] invaders or an enraged herd of elephants.&lt;br /&gt;
&lt;br /&gt;
== Furniture hauling ==&lt;br /&gt;
Dwarves with the furniture hauling [[labor]] will haul [[furniture]] to the appropriate [[stockpile]]s. They will also '''{{k|b}}uild''' simple furniture items ([[bed]]s, [[chair]]s, [[table]]s, etc.).&lt;br /&gt;
&lt;br /&gt;
== Animal hauling ==&lt;br /&gt;
Dwarves with the animal hauling [[labor]] will haul [[animal trap]]s and occupied [[cage]]s to the appropriate [[stockpile]]s, and lead uncaged animals to [[pasture]]s and other destinations. Animal hauling isn't required for jobs such as shearing, butchering or milking animals.&lt;br /&gt;
&lt;br /&gt;
Wild or hostile animals require both animal hauling and [[animal training]] labors to move to a [[cage]] or [[chain]].{{bug|8080}}&lt;br /&gt;
&lt;br /&gt;
== Trade good hauling ==&lt;br /&gt;
Dwarves with the Trade Good hauling [[labor]] will bring goods to the [[Trade depot|depot]].&lt;br /&gt;
&lt;br /&gt;
== Water hauling ==&lt;br /&gt;
Dwarves with the water hauling [[labor]] will fill pits and ponds.&lt;br /&gt;
&lt;br /&gt;
== Tips and issues ==&lt;br /&gt;
In order to minimize hauling trips, stockpiles should be placed with care.&lt;br /&gt;
* Input and output stockpiles should be placed near corresponding [[workshop]]s. Consider proximity of input stockpiles to be about an order of magnitude more important; a working dwarf wastes time to get his own material, but having some haulers is enough to take care of moving the product. &lt;br /&gt;
* Construction preparation: when constructing something big away from your fort (e.g. a road), the dwarf assigned to the construction (or [[building designer|architecture]]) will have to carry each item from your fort to the construction location, which can take a long time. By putting stockpiles near your construction project, many dwarves may participate in the hauling, thus dramatically increasing construction speed.  Note that materials are allocated at the time of building, so be sure the stockpile is filled before placing the construction order, otherwise the materials will still have to come from afar.&lt;br /&gt;
*Consider specializing your haulers if possible - food haulers that orbit around the kitchen/dining room/farm area, stone haulers that orbit around the mines and furnaces, and (if possible/needed) wood haulers that do likewise with the carpenter shop.  Turn off refuse hauling if that dwarf isn't going to be near areas likely to have refuse.  This keeps the mine hauler from deciding to walk aaaallll the way over to the kitchens for one load, and then out to the forest for one, and then back to the smelters, and so on.&lt;br /&gt;
*Furthermore, you can handpick your specialized hauler, selecting them by their attributes. A wood hauler might be chosen because of his agility, since he might have to walk a lot of tiles to reach the forest, depending on the fortress and map layout. A stone hauler, on the other hand, might be chosen because of her strength so that she can pick up and carry heavy stones (such as [[gold]] and [[platinum]]) more quickly.&lt;br /&gt;
*The [[Grower]] profession can have a ''huge'' impact on hauling - see [[farming]] for a discussion.&lt;br /&gt;
*If you create a loop of [[stockpile]]s giving to each other (i.e. creating a circle A-&amp;gt;B-&amp;gt;C-&amp;gt;A), your dwarves will spend their entire time hauling.&lt;br /&gt;
* [[Wheelbarrow]]s can significantly reduce the time needed to move heavy goods like stone and ore.  [[Minecart]] tracks and systems, while time-consuming to set up, can drastically cut down hauling times for some purposes, such as moving furniture from magma forges to a central stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Backlogs ===&lt;br /&gt;
To ensure that high-priority hauling tasks (like food), to clean up after get done quickly, you should employ a large number of haulers, and specialize them by having only one or two hauling [[labor]]s enabled.  This is most important for food hauling, where [[prepared meal]]s in the [[kitchen]] often rot while your dwarves are hauling individual seeds left behind after someone eats a plump helmet, or if your hunters bring a herd of animals in for your [[butcher]]s all at once.&lt;br /&gt;
&lt;br /&gt;
The backlog problem is exacerbated by the fact that the hauling [[job]] queue is tied to how many haulers of each type you have; if 100 dwarves have food hauling enabled, up to 100 food hauling tasks can be in the queue, even if those dwarves are busy hauling stone, doing workshop tasks, sleeping, or doing anything else.{{verify}}  This is why hauling specialization is so important.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
&lt;br /&gt;
*Wheelbarrows are only used to haul items '''to''' a stockpile, and the assignment of wheelbarrows reduces stockpile space, limits the number of active hauling jobs, and works poorly with [[container]]s; see [[Wheelbarrow]] for details.&lt;br /&gt;
&lt;br /&gt;
*If a dwarf is hauling an item when the destination becomes unreachable the dwarf will spam job cancellation messages repeatedly.{{bug|597}} [[Forbid]]ding the item in inventory will clear up the problem. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Labors}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
[[ru:Hauling]]&lt;/div&gt;</summary>
		<author><name>Clickthecreeper</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glass_industry&amp;diff=280868</id>
		<title>Glass industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glass_industry&amp;diff=280868"/>
		<updated>2023-01-01T02:47:11Z</updated>

		<summary type="html">&lt;p&gt;Clickthecreeper: fixed spelling and linked tutorial.&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Agricola-4.png|thumb| The glass industry can be a modern technological marvel.]]&lt;br /&gt;
The '''Glass Industry''' is a versatile and, under the right circumstances, sustainable source of items. Everything from [[finished goods]] to [[furniture]] to low value [[glass]] [[gem]]s to [[block]]s to [[trap component]]s can be created in [[glass]], making [[Glassmaker]] a very useful profession. Since glass is [[magma-safe]] and capable of producing all  necessary [[screw pump]] components, a glassmaking industry can prove quite valuable when working with [[magma]].&lt;br /&gt;
&lt;br /&gt;
==Producing glass==&lt;br /&gt;
The limiting factors to [[glass]] production are [[sand]] and [[fuel]]; in order to produce glass in great quantities your map must have sand (any single tile has an infinite amount of sand) and either a good source of coal, magma or many trees. Small quantities of sand can regularly be acquired from [[caravan]]s, but rarely enough to run a large industry. Soil layers may or may not include sand; there is no way to tell if your map will provide it until you embark (other than [[cheating]]).  If you want to ensure the possibility of a flourishing glass industry, embark on a [[sand desert]] or [[badlands]] biome. Keep in mind these biomes by themselves don't have [[tree]]s to [[fuel]] your furnaces early on. Another option is to embark adjacent to an [[ocean]], as the beaches are usually composed of sand, but this usually results in fighting the [[aquifer]] that predictably accompanies a coastline, lengthening the time until it takes to [[mine]] down to the [[magma]] sea.&lt;br /&gt;
&lt;br /&gt;
To make items from glass, sand must first be gathered in [[bag]]s using a task available at any [[glass furnace]], &amp;quot;Gather Sand&amp;quot;.  You must designate a [[activity zone|Sand Collection zone]] from the ({{k|z}})-menu that includes an accessible area of sand in order for this task to be performed. Only cut glass &amp;quot;gems&amp;quot; (and [[artifact]]s) can be made from raw glass purchased from [[caravan]]s.  All other glass objects must be made from &amp;quot;sand bearing items&amp;quot;, i.e. bags of sand.&lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at a furnace.  A standard [[glass furnace]] will consume one unit of [[fuel]] per job; a [[magma glass furnace]] uses no fuel.&lt;br /&gt;
&lt;br /&gt;
===Collecting sand===&lt;br /&gt;
All sustainable types of glassmaking require a [[container|bag]] of [[sand]]. The &amp;quot;Collect [[Sand]]&amp;quot; order at the glass furnace requires the &amp;quot;[[hauling#Item_hauling|item hauling]]&amp;quot; labour, not glassmaking (ie. setting a custom work detail for glassmaking will not stop other dwarves from completing a collect sand task at a glass furnace). The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from performing any other jobs there until after the collection has been completed. &lt;br /&gt;
&lt;br /&gt;
Sand for glass can only be collected from [[DF2014:Activity_zone#Sand_collection|collection zones]] placed on floors made of [[DF2014:Sand_(tan)|&amp;quot;Sand (tan)&amp;quot;]], [[DF2014:Black_sand|&amp;quot;Black sand&amp;quot;]], [[DF2014:Red_sand|&amp;quot;Red sand&amp;quot;]], [[DF2014:White_sand|&amp;quot;White sand&amp;quot;]], or [[DF2014:Yellow_sand|&amp;quot;Yellow sand&amp;quot;]].  Any sandy [[DF2014:Soil|soil]] type with [[DF2014:Sandy_loam|&amp;quot;Loam&amp;quot;]] or [[DF2014:Loamy_sand|&amp;quot;Loamy&amp;quot;]] in it will not work for glassmaking.&lt;br /&gt;
&lt;br /&gt;
====Collecting sand efficiently====&lt;br /&gt;
Due to the work order rework in the steam version, setting up automatic collect sand orders is fairly simple. The steps to do so are as follows:&lt;br /&gt;
:*Create a new work order to Collect Sand.&lt;br /&gt;
:*Enter the set conditions menu for the order, and add two new conditions.&lt;br /&gt;
:*In the first condition, click Type, then enter &amp;quot;bags&amp;quot;. Then click Adj and enter &amp;quot;empty items&amp;quot;. You may be sent back to the work order menu when you hit escape, so re-enter the Collect Sand task. Now set the number to something reasonable (if you don't want too many job cancellations, set it higher than the number of times the order is set to run (default is 10). The first condition should now read: &amp;quot;Amount of empty bags available is at least 10&amp;quot;.&lt;br /&gt;
:*In the second condition, click Adj and enter &amp;quot;sand-bearing items&amp;quot;. You may also enter the Type &amp;quot;bags&amp;quot;, but it is not necessary. Now set the number to the number of bags you wish to keep on hand at any given time. Finally, set the inequality to &amp;quot;less than&amp;quot; or &amp;quot;at most&amp;quot;. The second condition should read: &amp;quot;Amount of sand-bearing items available is less than 20&amp;quot;.&lt;br /&gt;
I would recommend setting this work order up in a dedicated glass furnace next to your sand collection zone so as not to interfere with glass production. To do this, click on your glass smelter, click on Work Orders, set general work orders allowed to zero, then follow the above steps, clicking on the create new work order button inside the shop instead of in the main Work Orders menu.&lt;br /&gt;
&lt;br /&gt;
==Varieties of glass==&lt;br /&gt;
:*Producing '''green glass''' requires only a bag of sand. Green glass items are [[value|worth]] twice as much as objects made from most [[stone]], making it equivalent to cheap metals like [[copper]] and [[zinc]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''clear glass''' requires one bar of [[pearlash]] in addition to a bag of sand. Clear glass items are worth five times as much as items made from most stones, making it equivalent to metals like [[bronze]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''crystal glass''' requires no sand, but does require pearlash and rough [[rock crystal]]s, a [[gem]] which is not found on all maps. Cut rock crystals bought from [[trader]]s will not work for producing crystal glass. Crystal glass is worth ten times as much as objects made from most stones, making it equivalent in value to metals like [[silver]].&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;[[Glass]]&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
[[Image:Glass Industry 2012 Update.png|Flowchart of the glass industry and its interaction with surrounding industries.]]&lt;br /&gt;
&lt;br /&gt;
==Glassmaking vs. other professions==&lt;br /&gt;
Functionally, the glass industry is like a cross between the [[stone industry]] and the [[metal industry]], incorporating elements from both. Functionally, it is similar to metalworking, using a furnace and fuel to produce its products, and its products can have material values similar to metals. Meanwhile, its actual product output is most similar to stoneworking, with only a few differences, and it can pretty much fully replace masonry except for those instances.&lt;br /&gt;
&lt;br /&gt;
===vs. Stoneworking===&lt;br /&gt;
There is considerable overlap between items produced from [[stone]] at a [[Mason's workshop]], and items produced from glass at glass furnaces. [[Mason]]ry is easier to get running and will [[stone management|clear excess stone]] from your fortress. Glass produces items with a higher base [[value]] (unless you make your masons use flux or [[obsidian]]), and using a [[magma glass furnace]] allows you to make green glass objects without consuming anything but dwarven labor. Glass also provides a [[magma-safe]] alternative, to prepare for magma-based projects before it's discovered or avoid stockpile micromanagement for the correct building materials. Unique stone products which cannot be made of glass are querns/millstones, slabs, crafts, and stone short swords.&lt;br /&gt;
&lt;br /&gt;
===vs. Metalworking===&lt;br /&gt;
There are many similarities in the processes between [[metalsmithing]] and glassmaking. Both require fuel, and both require supplementary materials for certain unique products. Additionally, crafts are made directly at the furnace, rather than at a craftsdwarf's workshop. Metalworking is generally more likely to be started first, as any site will eventually find metals and fuel, (if even only in the form of magma) and quality weapons are often needed to start a military, but how much you can make is limited by how much you can dig up or buy. Glassmaking has the potential to produce ''infinite'' products, if given sand, enough bags, and magma. Also, while metal ores are turned into an intermediary material, (bars) by another profession at a different workshop, which must then be forged into a product, glassmaking produces a product directly from the raw materials, and still leaves you with an empty bag. Finally, metalworking has a far more diverse range of products, including restraints, weapons, and armor.&lt;br /&gt;
&lt;br /&gt;
==Glassmaking and [[minecart]]s==&lt;br /&gt;
In a typical fortress, [[magma]] is located deep below, while sand is a soil layer and thus without some creative management is just below ground. Without minecarts, each sand bag will be carried by a single dwarf, thus requiring a lot of dwarf labour and wide staircases. With minecarts one can not only transport a lot of sand bags to the magma furnace without much dwarf-time wasted on hauling, but also transport all the glass products back up. If set up, the track can be also used to supply (and grab from) [[magma smelter]] which is likely to be located close to [[magma glass furnace]].&lt;br /&gt;
If one is too lazy to set up a track, minecart system can be easily used simply to haul all the sand bags in a convenient container (requires a wooden minecart). If both endpoints are set to '''guide''', but are left disconnected, dwarves will just grab the minecart and haul it to their destination. Since sand bags and wooden minecarts are both reasonably light, the dwarf won't slow down much. Another solution if you have an iron (magma safe) minecart is to use it to haul magma up and dump it in a channelled tile in your sand level (video tutorial linked [https://youtu.be/jlpj9qimx4s here]). If you then build magma glass furnaces on top of that magma you can avoid multi z-level hauling since your entire glass industry will be in one location.&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Glass industry]]&lt;/div&gt;</summary>
		<author><name>Clickthecreeper</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glass_industry&amp;diff=280864</id>
		<title>Glass industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glass_industry&amp;diff=280864"/>
		<updated>2023-01-01T02:40:35Z</updated>

		<summary type="html">&lt;p&gt;Clickthecreeper: rewrite of the collecting sand section, plus some other minor tweaks to more accurately reflect the steam version's hotkeys.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Agricola-4.png|thumb| The glass industry can be a modern technological marvel.]]&lt;br /&gt;
The '''Glass Industry''' is a versatile and, under the right circumstances, sustainable source of items. Everything from [[finished goods]] to [[furniture]] to low value [[glass]] [[gem]]s to [[block]]s to [[trap component]]s can be created in [[glass]], making [[Glassmaker]] a very useful profession. Since glass is [[magma-safe]] and capable of producing all  necessary [[screw pump]] components, a glassmaking industry can prove quite valuable when working with [[magma]].&lt;br /&gt;
&lt;br /&gt;
==Producing glass==&lt;br /&gt;
The limiting factors to [[glass]] production are [[sand]] and [[fuel]]; in order to produce glass in great quantities your map must have sand (any single tile has an infinite amount of sand) and either a good source of coal, magma or many trees. Small quantities of sand can regularly be acquired from [[caravan]]s, but rarely enough to run a large industry. Soil layers may or may not include sand; there is no way to tell if your map will provide it until you embark (other than [[cheating]]).  If you want to ensure the possibility of a flourishing glass industry, embark on a [[sand desert]] or [[badlands]] biome. Keep in mind these biomes by themselves don't have [[tree]]s to [[fuel]] your furnaces early on. Another option is to embark adjacent to an [[ocean]], as the beaches are usually composed of sand, but this usually results in fighting the [[aquifer]] that predictably accompanies a coastline, lengthening the time until it takes to [[mine]] down to the [[magma]] sea.&lt;br /&gt;
&lt;br /&gt;
To make items from glass, sand must first be gathered in [[bag]]s using a task available at any [[glass furnace]], &amp;quot;Gather Sand&amp;quot;.  You must designate a [[activity zone|Sand Collection zone]] from the ({{k|z}})-menu that includes an accessible area of sand in order for this task to be performed. Only cut glass &amp;quot;gems&amp;quot; (and [[artifact]]s) can be made from raw glass purchased from [[caravan]]s.  All other glass objects must be made from &amp;quot;sand bearing items&amp;quot;, i.e. bags of sand.&lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at a furnace.  A standard [[glass furnace]] will consume one unit of [[fuel]] per job; a [[magma glass furnace]] uses no fuel.&lt;br /&gt;
&lt;br /&gt;
===Collecting sand===&lt;br /&gt;
All sustainable types of glassmaking require a [[container|bag]] of [[sand]]. The &amp;quot;Collect [[Sand]]&amp;quot; order at the glass furnace requires the &amp;quot;[[hauling#Item_hauling|item hauling]]&amp;quot; labour, not glassmaking (ie. setting a custom work detail for glassmaking will not stop other dwarves from completing a collect sand task at a glass furnace). The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from performing any other jobs there until after the collection has been completed. &lt;br /&gt;
&lt;br /&gt;
Sand for glass can only be collected from [[DF2014:Activity_zone#Sand_collection|collection zones]] placed on floors made of [[DF2014:Sand_(tan)|&amp;quot;Sand (tan)&amp;quot;]], [[DF2014:Black_sand|&amp;quot;Black sand&amp;quot;]], [[DF2014:Red_sand|&amp;quot;Red sand&amp;quot;]], [[DF2014:White_sand|&amp;quot;White sand&amp;quot;]], or [[DF2014:Yellow_sand|&amp;quot;Yellow sand&amp;quot;]].  Any sandy [[DF2014:Soil|soil]] type with [[DF2014:Sandy_loam|&amp;quot;Loam&amp;quot;]] or [[DF2014:Loamy_sand|&amp;quot;Loamy&amp;quot;]] in it will not work for glassmaking.&lt;br /&gt;
&lt;br /&gt;
====Collecting sand efficiently====&lt;br /&gt;
Due to the work order rework in the steam version, setting up automatic collect sand orders is fairly simple. The steps to do so are as follows:&lt;br /&gt;
:*Create a new work order to Collect Sand.&lt;br /&gt;
:*Enter the set conditions menu for the order, and add two new conditions.&lt;br /&gt;
:*In the first condition, click Type, then enter &amp;quot;bags&amp;quot;. Then click Adj and enter &amp;quot;empty items&amp;quot;. You may be sent back to the work order menu when you hit escape, so re-enter the Collect Sand task. Now set the number to something reasonable (if you don't want too many job cancellations, set it higher than the number of times the order is set to run (default is 10). The first condition should now read: &amp;quot;Amount of empty bags available is at least 10&amp;quot;.&lt;br /&gt;
:*In the second condition, click Adj and enter &amp;quot;sand-bearing items&amp;quot;. You may also enter the Type &amp;quot;bags&amp;quot;, but it is not necessary. Now set the number to the number of bags you wish to keep on hand at any given time. Finally, set the inequality to &amp;quot;less than&amp;quot; or &amp;quot;at most&amp;quot;. The second condition should read: &amp;quot;Amount of sand-bearing items available is less than 20&amp;quot;.&lt;br /&gt;
I would recommend setting this work order up in a dedicated glass furnace next to your sand collection zone so as not to interfere with glass production. To do this, click on your glass smelter, click on Work Orders, set general work orders allowed to zero, then follow the above steps, clicking on the create new work order button inside the shop instead of in the main Work Orders menu.&lt;br /&gt;
&lt;br /&gt;
==Varieties of glass==&lt;br /&gt;
:*Producing '''green glass''' requires only a bag of sand. Green glass items are [[value|worth]] twice as much as objects made from most [[stone]], making it equivalent to cheap metals like [[copper]] and [[zinc]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''clear glass''' requires one bar of [[pearlash]] in addition to a bag of sand. Clear glass items are worth five times as much as items made from most stones, making it equivalent to metals like [[bronze]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''crystal glass''' requires no sand, but does require pearlash and rough [[rock crystal]]s, a [[gem]] which is not found on all maps. Cut rock crystals bought from [[trader]]s will not work for producing crystal glass. Crystal glass is worth ten times as much as objects made from most stones, making it equivalent in value to metals like [[silver]].&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;[[Glass]]&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
[[Image:Glass Industry 2012 Update.png|Flowchart of the glass industry and its interaction with surrounding industries.]]&lt;br /&gt;
&lt;br /&gt;
==Glassmaking vs. other professions==&lt;br /&gt;
Functionally, the glass industry is like a cross between the [[stone industry]] and the [[metal industry]], incorporating elements from both. Functionally, it is similar to metalworking, using a furnace and fuel to produce its products, and its products can have material values similar to metals. Meanwhile, its actual product output is most similar to stoneworking, with only a few differences, and it can pretty much fully replace masonry except for those instances.&lt;br /&gt;
&lt;br /&gt;
===vs. Stoneworking===&lt;br /&gt;
There is considerable overlap between items produced from [[stone]] at a [[Mason's workshop]], and items produced from glass at glass furnaces. [[Mason]]ry is easier to get running and will [[stone management|clear excess stone]] from your fortress. Glass produces items with a higher base [[value]] (unless you make your masons use flux or [[obsidian]]), and using a [[magma glass furnace]] allows you to make green glass objects without consuming anything but dwarven labor. Glass also provides a [[magma-safe]] alternative, to prepare for magma-based projects before it's discovered or avoid stockpile micromanagement for the correct building materials. Unique stone products which cannot be made of glass are querns/millstones, slabs, crafts, and stone short swords.&lt;br /&gt;
&lt;br /&gt;
===vs. Metalworking===&lt;br /&gt;
There are many similarities in the processes between [[metalsmithing]] and glassmaking. Both require fuel, and both require supplementary materials for certain unique products. Additionally, crafts are made directly at the furnace, rather than at a craftsdwarf's workshop. Metalworking is generally more likely to be started first, as any site will eventually find metals and fuel, (if even only in the form of magma) and quality weapons are often needed to start a military, but how much you can make is limited by how much you can dig up or buy. Glassmaking has the potential to produce ''infinite'' products, if given sand, enough bags, and magma. Also, while metal ores are turned into an intermediary material, (bars) by another profession at a different workshop, which must then be forged into a product, glassmaking produces a product directly from the raw materials, and still leaves you with an empty bag. Finally, metalworking has a far more diverse range of products, including restraints, weapons, and armor.&lt;br /&gt;
&lt;br /&gt;
==Glassmaking and [[minecart]]s==&lt;br /&gt;
In a typical fortress, [[magma]] is located deep below, while sand is a soil layer and thus without some creative management is just below ground. Without minecarts, each sand bag will be carried by a single dwarf, thus requiring a lot of dwarf labor and wide staircases. With minecarts one can not only transport a lot of sand bags to the magma furnace without much dwarftime wasted on hauling, but also transport all the glass products back up. If set up, the track can be also used to supply (and grab from) [[magma smelter]] which is likely to be located close to [[magma glass furnace]].&lt;br /&gt;
If one is too lazy to set up a track, minecart system can be easily used simply to haul all the sand bags in a convenient container (requires a wooden minecart). If both endpoints are set to '''guide''', but are left disconnected, dwarves will just grab the minecart and haul it to destination. Since sand bags and wooden minecarts are both reasonably light, the dwarf won't slow down much. Another solution if you have an iron (magma safe) mine-cart is to use it to haul magma up and dump it in a channeled tile in your sand level. If you then build a magma glass furnaces on top of that magma you can avoid multi z level hauling since your entire glass industry will be in one location.&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Glass industry]]&lt;/div&gt;</summary>
		<author><name>Clickthecreeper</name></author>
	</entry>
</feed>