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	<updated>2026-05-20T22:53:52Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=227058</id>
		<title>Crossbowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=227058"/>
		<updated>2016-09-23T13:13:12Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: what journeyman in what skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:32, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Dwarves or other creatures armed with [[crossbow]]s, or bows, can pierce targets from a long distance. A dwarf '''crossbowman''', or marksdwarf, will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it.&lt;br /&gt;
&lt;br /&gt;
While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]]. Functionally, bows work by the same laws.&lt;br /&gt;
&lt;br /&gt;
A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. &lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts.  Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill.  (See [[Ambusher]] for more details.)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. Increasing the crossbowman skill requires firing upon a target (hitting is not required), with &amp;quot;[[Vulture|live]] [[Buzzard|targets]]&amp;quot; granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
It is believed that marksdwarves won't fire through fortifications unless directly adjacent if their skill is below certain level. This means that for live training exercises which use 2-width diagonal fortifications (see [[mass pitting]]) unskilled marksdwarves won't fire through the fortifications.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Archery]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Starting_build&amp;diff=227057</id>
		<title>Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Starting_build&amp;diff=227057"/>
		<updated>2016-09-23T12:28:22Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: m&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|masterwork}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This is not a tutorial, a FAQ, or a new players guide. This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:''&lt;br /&gt;
::*[[Quickstart guide]]&lt;br /&gt;
::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]]&lt;br /&gt;
::*[[User:Calite/Gloss_Guide|Beginner Checklist]]&lt;br /&gt;
:''For an explanation of the interface for starting out, see [[Embark]].''&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal strategy for choosing the initial supplies, equipment, and [[skill]]s of your initial seven dwarves when starting a new game in [[fortress mode]] (see [[Sample Starting Builds]]). These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to provide a discussion about how and why you make the choices on what you bring with you. This page is not an explanation of the mechanics of doing so, see the [[embark]] page for an explanation of the interface itself. This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the [[Embark#Prepare_Carefully|Prepare Carefully]] screen.&lt;br /&gt;
&lt;br /&gt;
One thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items, if only because there isn't any one goal of play. The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. Finally, some people do things solely because it is hard, and that makes it more [[fun]] for them.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
There are two components of a starting build: skills and items (which includes [[animal]]s).  &lt;br /&gt;
&lt;br /&gt;
Skills for your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations. This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision.&lt;br /&gt;
&lt;br /&gt;
The items that your dwarves bring with you can be tailored a number of ways. There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either. This section explores the nature of these trade-offs and the reasons for making a decision. It also looks at optimizing goods brought in more general contexts.&lt;br /&gt;
&lt;br /&gt;
Starting builds can and should vary based upon a number of other variables. [[location|Where you choose to settle]] will dictate what raw materials are available, and thus require different skill sets to utilize, not to mention different threats from native wildlife based on [[biome]], [[surroundings|savagery]], and [[surroundings|alignment]]. Which dwarven civilization you chose will restrict the materials with which you can start. Making choices about these variables is not part of a starting build. What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last.&lt;br /&gt;
&lt;br /&gt;
This page does not cover the interface for accomplishing these tasks; please see the [[embark]] page for that information.&lt;br /&gt;
&lt;br /&gt;
== Skill Optimization ==&lt;br /&gt;
With only 7 dwarves, you can't take every [[skill]], so you must balance what you do take. At the starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;. Maximum skill distribution is thus constrained to 1 level in each of 10 skills, or 5 levels in each of two skills, or something in between. Because dwarves can [[experience|learn]] any and all skills once your fortress starts, these initial choices do not dictate what the dwarves can do, opening up incredible latitude to choose skills for reasons other than survival.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''. Adding +5 Levels is then Level '''5'''. This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
A brief list of considerations governing skill choice:&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create [[wealth]] ''(with high-value products)'' with the need to maintain [[thought|morale]] ''(with low-value but commonly used products, like [[bed]]s, which normally are made from [[wood]])''&lt;br /&gt;
:* most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;[[fun]]&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
==== Breadth vs. Depth ====&lt;br /&gt;
&lt;br /&gt;
A dwarf with only 2 starting skills at 5 ranks each is pretty good at 2 tasks, but untrained at anything else. A dwarf with nothing higher than level 1 is passable at many tasks, but not good at anything. Each dwarf in your party is going to be somewhere along this continuum, and you'll need to choose where.  &lt;br /&gt;
&lt;br /&gt;
Level in a skill dictates how fast a dwarf completes a task (most of the time), and the [[quality]] of the result (if applicable).  On one extreme, [[butchery]] has no time variance for slaughtering a tame animal, and has no quality associated with the outcome. On the other extreme, [[Metal industry|metalworking]] tasks can take a long time for an untrained worker to complete and their high material value means the quality multiplier has a large impact on the end value.&lt;br /&gt;
&lt;br /&gt;
Dwarves who complete tasks faster can do more total [[job]]s within a given time. The rate at which speed increases with level varies with skill, so some skills will benefit more than others.  &lt;br /&gt;
&lt;br /&gt;
Dwarves who make items of higher quality will contribute more to fortress [[wealth]] and may have a large impact on fortress [[thought|happiness]] if their work is readily available to be seen by other dwarves. Items which typically contribute to happiness are common public items like [[bed]]s and [[table]]s. Items which contribute the most to fortress wealth often cannot be displayed, but make useful [[trade goods]] or [[equipment]] for your military.&lt;br /&gt;
&lt;br /&gt;
Aside from the obvious trade off, there is another reason to prefer depth - dwarves can obviously only complete so many total jobs within a given timespan. If a dwarf is busy doing one thing, he can't simultaneously be doing something else. So a dwarf who is highly skilled in a few skills may not actually experience any disadvantage if he is kept doing those things in which he specializes. The generalist dwarf, on the other hand, may be able to do many more different tasks adequately, but he can still only do one type of task at a time. A dwarf with one highly used skill (such as Mechanics or Mining) can feasibly spend all his time using only his primary skill and thus has no need to generalize. In effect, the generalist is wasting more skill points whenever he does jobs than the specialist, so long as the specialist tends to do jobs he has levels in. Specializing your initial skill investment is therefore superior if you specialize the division of labor in your fortress.&lt;br /&gt;
&lt;br /&gt;
Of course, you can still only bring 7 dwarves with 10 total levels of skills each, so covering everything you want to do in 14 skills may be hard, if not impossible. A generalist or two can cover more bases that have little quality need or are otherwise fast even without a high level. The generalist's real problem arises from the fact that any dwarf can do any task, and having 1 level isn't much better than having no levels.  Which isn't to say there isn't a situation where a 1/1/1/1/1/5 dwarf is the right solution (indeed, the typical recommended [[leader]]/[[broker]] takes 1/1/1/1/1 in [[appraiser]]/[[judge of intent]]/[[negotiator]]/+2 social skills because none of these skills have a time or quality component), but most less-specialized dwarves are more likely to fall in the 5/3/2 or 4/3/3 end of the spectrum solely because there is a minimum investment necessary to be noticeably better than not having any levels at all.&lt;br /&gt;
&lt;br /&gt;
==== Design Constraints: Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your [[food]] supplies into a food stockpile, preferably inside, or your food will [[rot]] on the ground and your dwarves will starve. Anything else you want to do can be accommodated by sufficient investment in initial supplies and/or skills. This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables). So the short answer is: none.&lt;br /&gt;
&lt;br /&gt;
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start. You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
&lt;br /&gt;
*[[Mining]] - to dig your fortress, and create loose [[stone]] for projects. It's only possible to avoid mining if you're secretly an [[elf]].&lt;br /&gt;
** Inexperienced [[miner]]s work very slowly. Mining can be leveled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in most cases.&lt;br /&gt;
*[[Carpentry]], [[wood cutter|Wood cutting]] - [[bed]]s can only be produced from [[wood]] (rare [[mood]]s aside). This skill is also quite useful for producing [[bin]]s and [[barrel]]s.&lt;br /&gt;
** It's best not to assign carpentery and wood cutting to the same dwarf. Doing so creates a bottleneck early on, when carpentry is your only reliable industry.&lt;br /&gt;
*[[Masonry]] - to fashion dwarven [[furniture]] from stone, and build [[buildings]] and [[constructions]] from stone.&lt;br /&gt;
** Due to the vast supply of loose stones, masons can be easily trained by [[repeat]]ing jobs at a mason's workshop. &lt;br /&gt;
*[[Grower|Growing]] - your farmers' work echoes throughout so many other tasks, it's stunning.&lt;br /&gt;
** Skilled planters produce larger stacks of crops, which means more food, more booze, more cloth, more dye, ....&lt;br /&gt;
** While it's possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow or gather plants for brewing. Dwarves will literally go crazy if forced to drink nothing but water for long periods. Thus you'll want to plan for farming eventually - not that you must bring a highly skilled [[Grower]], but it'll certainly be ''very'' helpful.&lt;br /&gt;
** Planters with low skill levels can decrease your seed stockpiles - each seed planted by an untrained grower will usually result in a single replacement seed, but may produce no seed at all if the crop fails. When you start out with only a handful of seeds, a few losses can easily impact the sustainability of your fortress. &lt;br /&gt;
*[[Brewer|Brewing]], [[Cook|Cooking]] - A skilled brewer produces [[alcohol]] more quickly. Likewise, a skilled [[cook]] prepares [[prepared meal|meals]] more quickly (and more appealingly). However, most food can be eaten raw, and your dwarves can exist for a time on water.&lt;br /&gt;
*[[Mechanic]] - If you want traps, and most people will. Also needed for most machinery. Mechanisms sell for a high price as a bonus.&lt;br /&gt;
*[[Architecture|Building Designer]] - Mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure [[value]].&lt;br /&gt;
*[[Appraiser]] - you will use this whenever you trade with a caravan. Without it, the game won't tell you how much anything is worth, making trading difficult. It's almost always recommended to start with a dwarf with Novice (1 pt) Appraiser skill.&lt;br /&gt;
*[[Clothier]], [[Leatherworker]] - At least one of these skills will be necessary to supply your dwarves with new [[clothing]]. Articles of clothing count as [[finished goods]] with quality modifiers, and clothes can be traded easily (either before or after your dwarves wear them).&lt;br /&gt;
&lt;br /&gt;
The very fact that you ''will'' use these skills can make many of them desirable to choose as starting skills for your dwarves. Of the above, Mining, Masonry, Growing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot;.  However, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher [[experience|skill level]]. Some skills (e.g. [[Record Keeper]]) are rarely worth investing initial points in even though you will almost always use them; you can simply let the dwarf learn on the job. Others (e.g. Mining, Carpentry) may be worth investing points in depending on your goals or the tempo with which you want to achieve them. (Mining is easy to train so you could forgo initial investment and just train on the job, but this could force you to spend longer on the surface, increasing your exposure to dangers. A skilled carpenter can contribute a lot to fortress mood, but won't produce much [[value]]; see the discussion of Quality below.)&lt;br /&gt;
&lt;br /&gt;
Many other skills are optional for your fortress; you will have to deliberately choose to use them. The skills above are essential to basic aspects of the game, and avoiding one requires a deliberate choice ''not'' to use it (and likely a lot of effort spent to avoid doing so). A fortress can make its wealth by smithing fine weapons, weaving quality cloth, encrusting precious stones onto furniture, or crafting quality trinkets. Or all of those. But there usually isn't a compelling reason to choose any one in particular. A fortress that never designates a tile for mining, however, requires [[challenges|exceptional effort]] to achieve.&lt;br /&gt;
&lt;br /&gt;
There is no universal design constraint on which skills to start with. Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;. Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient, but you don't need to start with any of them. Choosing to avoid some skills may force you to use some others, but nothing compels you to invest in any skill in particular.&lt;br /&gt;
&lt;br /&gt;
A common skill list (Just as a general quick start):&lt;br /&gt;
*2 Miners&lt;br /&gt;
*1 Woodcutter&lt;br /&gt;
*1 Grower/Cook&lt;br /&gt;
*1 Grower/Brewer&lt;br /&gt;
*1 Carpenter&lt;br /&gt;
*1 Mason&lt;br /&gt;
&lt;br /&gt;
This is not the be all end all, of course; it all depends upon your location, your goals, and what you consider fun.&lt;br /&gt;
&lt;br /&gt;
==== Balancing military and economic needs ====&lt;br /&gt;
&lt;br /&gt;
Not all embarks will require a military presence in the first year, but anyone planning an expedition to a [[sinister]], [[haunted]], or [[terrifying]] [[biome]] would be foolish not to be prepared for nasty dwarf-killing creatures. The solution doesn't strictly need to be military skills; quick delving and a skilled mechanic may be sufficient; but starting with a military dwarf will give you the earliest possible protection and a lot more versatility in where that protection can be applied. Whatever you choose to do, understand the risk and be prepared for it.&lt;br /&gt;
&lt;br /&gt;
==== Training considerations ====&lt;br /&gt;
&lt;br /&gt;
Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from scratch. Investing in some of these skills for your initial dwarves can make those industries much less painful to start. For example, [[metal]]-related skills generally eat metal [[bar]]s, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items and the fewer raw materials (bars and [[fuel]]) they'll waste in training. On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
&lt;br /&gt;
==== Quality, value, and happiness ====&lt;br /&gt;
&lt;br /&gt;
[[Quality]] is an important part of Dwarf Fortress. Higher-quality items produce better and more frequent happy [[thought]]s and are worth more money in [[wealth]] and [[trade]]. When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy. Built items that are frequently encountered tend to be things like [[furniture]] (especially [[bed]]s) which tend to have low material values and thus low total value despite the quality of the work. Further, these things tend to be inconvenient to trade (due to [[weight]] and storage constraints). It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that built furniture and worn clothing counts its value twice -- once under the appropriate category and once for displayed value. If you're trying to maximize your created [[wealth]] total, a good metalsmith producing [[statue]]s from high-value metals is optimal. A mason can also build furniture directly from metal ores such as gold nuggets, if these are enabled in the stocks &amp;quot;Stone&amp;quot; screen. While building with ore saves time and [[fuel]], it generally results in a 25% reduction of total material value compared to refining the ore. This is balanced somewhat by the fact that masonry is much easier to train, and therefore more likely to yield a high [[quality]] modifier to offset the reduced material value.&lt;br /&gt;
&lt;br /&gt;
==== Moodable skills ====&lt;br /&gt;
&lt;br /&gt;
[[Strange mood]]s can give a dwarf Legendary skill in his/her highest-level &amp;quot;moodable&amp;quot; skill, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. You might choose to take a certain skill solely because it opens up moods for that skill with that dwarf. Some moodable skills are more valuable than others - a legendary weaponsmith is both valuable and useful. A legendary tanner is generally a waste of a mood since tanned hides have no quality.&lt;br /&gt;
&lt;br /&gt;
Because a dwarf can only have a strange mood in one skill, pairing a moodable skill with a non-moodable skill can ensure that if the dwarf has a mood it will be in the skill you desire. See the section on combining skills below for more details on ways to pair skills.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no moodable skill can be allowed to do one task using a moodable skill to give them a moodable skill with no starting build investment, so moodable skill considerations should not be considered a primary reason to choose particular skills - you should also want to make use of them for other reasons.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Every dwarf is going to have 2 or more [[skills]]. This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.&lt;br /&gt;
&lt;br /&gt;
Some skills are highly time-consuming, either because the skill is in frequent demand (e.g. [[mining]]), because it requires extensive travel (e.g. [[wood cutting]]), or because it takes a long time to do an individual job (e.g. [[strand extractor|strand extraction]]). If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill. Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve. Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your [[grower]] is also mining, he may not stop to plant crops one season. Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest). Arranging your skill combinations to avoid these situations is generally beneficial. For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc.) will take a lot of time, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately. Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components. Thus he can usefully do both jobs without hurting your productivity too much. Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.&lt;br /&gt;
&lt;br /&gt;
Working at different jobs levels up specific [[attribute]]s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone. If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  &lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance. So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone. Metalworkers spending their time in the forge can easily handle more than one type of metalworking skill, and are also well-situated to be furnace operators.  &lt;br /&gt;
&lt;br /&gt;
Similarly, you can also make the craftsmen of your finished products also responsible for the production of intermediate products from raw ingredients. This way when they run out of materials to make into finished goods they can immediately switch over to working raw products into intermediate products so they'll have more to work with later. This works better in some industries than in others. A single butcher/tanner/cook trying to process multiple animals simultaneously will likely result in rotten food, carcases, or skins.  But a weaponsmith who doubles as a furnace operator can usefully ensure he has material to work with when you want him to. Later on, however, a highly skilled craftsdwarf is often better suited at sitting in their [[workshop]] and having others deliver raw materials to them than going out and obtaining their own raw materials themselves, but in the early game dwarf-time is limited, and a single dwarf who can work an entire production chain can do so relatively efficiently and let your other dwarves be used elsewhere.&lt;br /&gt;
&lt;br /&gt;
There is no requirement that a dwarves job combination needs to look 'right' or logical. A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing. Jobs which require little time in general, or little time early even if time-intensive later, may well be paired with any time-intensive task solely to provide the dwarf with something to usefully and skillfully do with most of their time, and freed from that duty as needed for the other tasks.&lt;br /&gt;
&lt;br /&gt;
Another constraint you can impose on your skill combinations is to try to limit dwarves to [[moodable]] skill and one non-moodable skill (or a moodable and a less desired moodable skill at lower level), so any mood will improve the desired one. For example, pairing craft skills with farming skills gives you dwarves that will perform useful food production or raw good processing services while also getting their mood in a valuable finished goods skill. Example: Clothier/Grower.&lt;br /&gt;
&lt;br /&gt;
Finally, when combining skills think twice about placing your most valuable skills (e.g. [[grower]]) alongside dangerous skills (e.g. [[hunting]], [[wood cutting]], etc.). Your most valuable dwarves should be kept safe inside your fortress; less valuable dwarves should be chosen to venture into the wilderness.&lt;br /&gt;
&lt;br /&gt;
==== Which dwarf should have which skill? ====&lt;br /&gt;
Dwarves who craft goods they prefer, or work materials they prefer, gain a bonus to the quality of the finished work. This can inform your choice of which skills you choose, for example by choosing a weaver because you notice a preference for sheep wool yarn, or you might choose the skills you want and then try to find a suitable dwarf to use that skill. In the latter case, since all dwarves have one metal preference you might assign an armorsmithing skill to a dwarf with a preference for iron, steel, or adamantine.&lt;br /&gt;
&lt;br /&gt;
The dwarf with the most social skills will end up being the [[Expedition leader]], who will then become the [[mayor]] and start making [[demand]]s and [[mandate]]s. Thus you should avoid giving the most social skills to a dwarf who has [[preferences]] for things like [[adamantine]] and [[traction bench]]es. Ideally, a dwarf with no item preferences will result in a mandate-free [[noble]].&lt;br /&gt;
&lt;br /&gt;
Dwarves have physical and mental attributes that affect the performance of certain skills. You may wish to give a socially adept and patient dwarf the leadership/broker skills, or a dwarf who doesn't tire easily a skill which will be in frequent use like mining. You can also try to match skills to [[personality]], some of which have obvious implications for their willingness to work long hours or how frequently they might take breaks.&lt;br /&gt;
&lt;br /&gt;
Of course, all combined these represent a lot of possible constraints on where you assign particular skills, and it would be impossible to apply them in total to your entire desired skill load. Use these as a guide, but don't be upset if all your dwarves are anti-social psychopaths - someone still needs to be the leader, after all.&lt;br /&gt;
&lt;br /&gt;
==== Other considerations ====&lt;br /&gt;
[[Migrant]]s can and will arrive with a wide selection of decently trained skills. While it is a gamble, chances are pretty decent that migrants will arrive with a highly trained skill that is also highly desirable and would usurp the job of one of the seven starting ones. The first few migration waves are likely to give you a much better talent pool than what you can assign at embark. On the other hand, you may never see a migrant arrive with the skill you really want. Even then, migrants still provide an excellent pool of workers to train for the specific skills you desire.&lt;br /&gt;
&lt;br /&gt;
Skills atrophy if not used (they are marked &amp;quot;rusty&amp;quot; and later &amp;quot;very rusty&amp;quot;), and they can eventually decrease in level. Consider that skills which you will use years after embark are going to be rusty or even deleveled. Embark to the first caravan is long enough for a skill to start rusting, so you might want to make sure you'll use every skill you embark with before the first year ends to avoid catastrophic rusting.&lt;br /&gt;
&lt;br /&gt;
Remember that you need to survive in order to accomplish any goals. Have a plan for lasting to at least the first caravan, if not one for longterm sustainability.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
The items you choose to bring with you will need to satisfy a number of needs. Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply your fortress. You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic. You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site. And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this article, livestock are considered items.&lt;br /&gt;
&lt;br /&gt;
All embarks get the following items without paying for them: 2 animals (who pulled the wagon), and the 3 wood that make up the wagon.&lt;br /&gt;
&lt;br /&gt;
=== Motivations ===&lt;br /&gt;
&lt;br /&gt;
==== Survival ====&lt;br /&gt;
&lt;br /&gt;
A single dwarf eats about 2x/season, and drinks about 4x/season. With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~42 meals and ~84 alcohol until the end of Fall. The dwarf caravan tends to arrive in the third month of fall, so you will probably need to plan on a full 3 seasons. You are also likely to get at least one if not two small waves of migrants before the caravan arrives.&lt;br /&gt;
&lt;br /&gt;
It is possible to bring enough food and drink to make it to the caravan - indeed, bringing enough food isn't especially hard (especially once you factor in slaughtering the animals who hauled your wagon). Bringing sufficient alcohol is harder, although bringing plump helmets to brew can significantly cut the cost.  &lt;br /&gt;
&lt;br /&gt;
The likely best way to keep your dwarves in drink is also the most labor-intensive - setting up farming in the first season or two is perfectly plausible, allowing to grow your own [[plants]] from seeds and brew the products. (Keep in mind not all plants can be brewed - don't plant dimple cups and expect to make alcohol). In addition to the necessary seeds, starting your own farming operation is going to require either some [[soil]] or [[irrigation|some way to get the ground muddy]].&lt;br /&gt;
&lt;br /&gt;
It is possible to make all your alcohol by harvesting aboveground plants, if highly inefficient. It also only works in biomes with collectable plant life. Notably evil biomes and glaciers are unlikely to provide suitable vegetation.&lt;br /&gt;
&lt;br /&gt;
==== Shelter ====&lt;br /&gt;
Barring a convenient cave, you're going to have to do something for shelter. Shelter is your first defense against roving creatures, keeping them away from where your dwarves are working so they don't spam job cancellations and strew items all over the place. (As you might guess, most 'convenient caves' aren't actually that convenient, as they tend to have residents). Basic walls that allow you egress won't stop a dedicated invader, but you ''probably'' won't see those until year 2 or 3, so you have a little time to develop more elaborate defenses.&lt;br /&gt;
&lt;br /&gt;
Food outside will also spoil a lot faster than food inside, so making a cellar of some sort to store your food in will increase the longevity of your food supplies. The rate at which food spoils depends on ambient temperature, so the urgency of making a cellar will depend on where you settled. It might be possible to go without a cellar in a freezing biome.{{verify}} The only way you can avoid thinking about food storage in the first year is if you collect food and make alcohol as needed - i.e., by using an herbalist to collect local plants - which can avoid needing to mine at all.&lt;br /&gt;
&lt;br /&gt;
Delving a shelter requires mining, which means having picks to dig with. One can always bring one or more picks at embark, but its also possible to bring the supplies necessary to make them. See [[Starting build#Finished product or do it yourself|finished product or do it yourself]].&lt;br /&gt;
&lt;br /&gt;
An aboveground shelter can be made with stone or wood or possibly more exotic materials.  Stone of course requires mining, and thus picks. Wood can be had with an axe assuming trees are present, and axes, like picks, can similarly be brought at embark or made on site. It is of course possible to bring sufficient raw materials to build walls and a roof with, but this is far less efficient than just bringing a pick or an axe, although it could make a fun challenge.&lt;br /&gt;
&lt;br /&gt;
==== Industry ====&lt;br /&gt;
Most industries require little more than materials you can collect at the site and a workshop. As long as you have access to some sort of building material (stone, wood, or even ice), you won't need to bring anything for these.  However, if you want to get an industry going immediately, it does help to bring a few building materials along (or be willing to use the wood from the wagon, if only temporarily).&lt;br /&gt;
&lt;br /&gt;
Some industries require fire-safe materials to build with. Nearly all stone qualifies, as does metal. Wood can be converted to a fire safe material by burning it to ashes in a wood burner's workshop, but of course that workshop requires a fire-safe material. If you're mining, this condition is easy to satisfy, but if you intend to run any of these industries right away you will need to bring appropriate materials.&lt;br /&gt;
&lt;br /&gt;
Some industries require plant or animal matter to work with. Clothiers ultimately need cloth, which comes from certain plants or animals. Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry). If you plan on running these types of industries you will need to provide suitable raw materials. Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way. Similarly, milking and cheese-making require milkable animals, and bonecarving requires a dependable source of bones.&lt;br /&gt;
&lt;br /&gt;
Metal industries require [[metal]] and an [[anvil]]. You cannot make an anvil on-site without already having an anvil, so if you plan on doing any forging before the first caravan, you will need to bring one with you. Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself. Each unit of ore smelted will produce 4 bars of metal, so there is definitely a cost-advantage for creating the bars on-site. You will need to provide [[fuel]] or magma to run these workshops; a bar of coke and some bituminous coal can bring your metal industries up to speed much faster than relying on charcoal. Keep in mind that if you wish to produce steel, you will need some form of refined fuel even if you have easy access to magma. Bringing along some bituminous coal is a cheap and efficient way to guarantee a supply, especially since volcanic regions typically lack coal resources. This will greatly ease your wood consumption as well.  &lt;br /&gt;
&lt;br /&gt;
[[Soap]] requires wood and a source of [[tallow]] to be produced. [[Lye]] can be bought at embark to skip the first steps and make soap more directly. You will still need to bring or make buckets and have an empty barrel to actually produce soap, this is a matter of having sufficient wood. Tallow can only be acquired by hunting or from livestock you bring but both sources hamper a quick industry start anyway.&lt;br /&gt;
&lt;br /&gt;
Jewellers require gems. Cut gems can be brought at embark, but are too expensive to bring in quantity. Generally a jeweller requires mining to find sufficient gems or a glassworker to produce raw glass to work with.&lt;br /&gt;
&lt;br /&gt;
Glassmaking and Pottery requires sand or clay, and fuel. It's hard to viably run these industries solely off imports.  You can check the pre-embark screen for clay layers, but sand is reported as a soil layer which may contain no sand at all unless in a Sand Desert biome. Like metal workshops, coal can be brought to substitute for fuel fairly efficiently, and [[magma]] can abate the need for fuel entirely.&lt;br /&gt;
&lt;br /&gt;
As is probably obvious, certain industries depend on similar inputs. Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year. If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.&lt;br /&gt;
&lt;br /&gt;
=== Optimization ===&lt;br /&gt;
&lt;br /&gt;
==== Container mechanics and free items ====&lt;br /&gt;
&lt;br /&gt;
Many items come in containers such as [[barrel]]s and [[bag]]s, including [[food]], liquids, [[seed]]s, and [[powder]]s. The cost to embark with these items can be cheaper than the cost of the container itself, and each different type of item for each category will come in its own container. Furthermore, you'll get a new container after every 10th instance for food, most liquids, and seeds, and after every item of powders.{{verify}} [[Alcohol]] gets a new barrel after every 5th unit. (Food actually groups by animal type, so if you get horse tripe and horse meat they'll combine in one barrel, but horse meat and donkey meat will come in separate barrels). Thus diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels. Similarly, it is worth taking 1 of each seed you weren't planning on taking more of, solely for the bags. Taking some sand or gypsum powder is also a cheap way to get bags. [[Lye]] (for soap) and [[milk]]s can be brought for more barrels - and milk can be made into cheese for a low-cost embark option that becomes food.&lt;br /&gt;
&lt;br /&gt;
As stockpiling and some jobs are container-limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers. Note, however, that this behavior is considered by some to be an [[exploit]] since it provides substantial advantage at no cost.&lt;br /&gt;
&lt;br /&gt;
==== Finished product or do it yourself ====&lt;br /&gt;
Bringing raw materials and making the finished product yourself is often easier on your embark points than bringing the finished product. On the other hand, making it yourself takes time during which you aren't making use of the finished product.  &lt;br /&gt;
&lt;br /&gt;
The most common scenario involves [[make your own weapons|forging your own metal tools and weapons]]. While not usually too much of a hardship, it can be dangerous to make your own weapons or picks if you expect possible hostile creatures. Furthermore, you will lose time - possibly 1/4 to 1/2 the first month - if you forge your own picks.  &lt;br /&gt;
&lt;br /&gt;
Of special note regarding weapons is that a training battle axe is perfectly capable of chopping trees (this bug was [http://www.bay12games.com/dwarves/index.html#2016-05-22 fixed in 0.43.03]), and is made with nothing more than a carpentry workshop and a log. While the delay in acquiring one is minimal, a wood battle axe is not a good weapon, and so it loses utility for doing anything other than acquiring more wood.&lt;br /&gt;
&lt;br /&gt;
You can also easily plan on making all or most of one's own booze, as plump helmets can be bought at embark and brewed at a still.&lt;br /&gt;
&lt;br /&gt;
Any finished good can of course be made from raw materials that you bring, but most of them are not essential like the above, and thus you can generally wait until you find suitable resources on site or buy them from caravans.&lt;br /&gt;
&lt;br /&gt;
==== Biome considerations: Dude, where's my wood? ====&lt;br /&gt;
Some environments have a shortage of trees. While you can direct production of a lot of item types to other materials, [[bed]]s and some items still require [[wood]].  In addition, it is difficult to make [[bin]]s out of non-wood materials early in the game, especially without ready magma (since otherwise you'll probably need to burn wood to make metal bins). If you have an aquifer it can be even worse - stone may be difficult or impossible to access easily. While you can ultimately ask for wood from your liaison and buy whatever the humans and elves happen to bring, and eventually you can create a [[tree farm]] underground, tight wood will limit storage and sleeping arrangements for at least the first year if not longer. You may wish to plan accordingly if embarking in a site with sparse or no trees.&lt;br /&gt;
&lt;br /&gt;
==== Items for moods ====&lt;br /&gt;
When a dwarf is taken by a [[strange mood]], he often needs obscure material or he will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder-to-find ores ([[cassiterite]], [[sphalerite]], [[bismuthinite]], [[garnierite]]), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Many players also choose to bring a few items like pig tail cloth and cave spider silk just in case.  &lt;br /&gt;
&lt;br /&gt;
Alternately, if you're otherwise being minimalistic on gear you're bringing you can choose to bring a few valuable components to try to maximize the value of mood items.  That artifact animal trap will be worth a lot more if your woodcarver grabs a blue diamond instead of moss agate.&lt;br /&gt;
&lt;br /&gt;
==== Free Equipment ====&lt;br /&gt;
&lt;br /&gt;
The only free equipment you get in Dwarf Fortress mode is the wagon (which can be broken down for some logs), its draft animals, and your dwarves' clothes. Unfortunately, your dwarves don't get any free equipment based on their skills. This is in contrast to [[Adventure mode]], in which the only equipment available on starting is free equipment.&lt;br /&gt;
&lt;br /&gt;
That said, it is possible to procure additional containers by choosing to embark with a diverse range of items, ensuring that each is given their own bag, barrel or bin for less of the cost of the item by itself. See [[Starting_build#Container_mechanics_and_free_items|Container Mechanics and Free Items]].&lt;br /&gt;
&lt;br /&gt;
==Site considerations==&lt;br /&gt;
Each fortress [[Embark#Choosing_a_Site|location]] offers particular challenges and opportunities, and can make different demands on your starting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and what it will take to [[losing|stay alive]] where you're going!&lt;br /&gt;
&lt;br /&gt;
The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.&lt;br /&gt;
&lt;br /&gt;
=== General Surroundings ===&lt;br /&gt;
Simply put, if your [[surroundings]] are [[evil]] or [[savage]], your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses. Consider bringing extra weaponry, in the form of axes, picks or crossbows. Hand in hand with those, consider skill mixes that include [[axedwarf]], [[mining]] (the skill used to wield a pick), and [[marksdwarf]] (for [[crossbow]]s).&lt;br /&gt;
&lt;br /&gt;
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
&lt;br /&gt;
Be sure to include some source of [[water]] on the map, preferably running water. Water is (almost) essential for any fortress. In cold and freezing climates, streams and [[lake]]s will often be frozen year-round and your dwarves may quickly die of exposure. In hot climates, [[murky pool]]s will dry up, and in dry ones, rain will only rarely refill them, if ever. Choose temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
If an [[aquifer]] is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to [[stone]] and [[ore]] until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs. This may be critical to getting your fortress running smoothly.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Mountains often have abundant [[ore]]s, but at the loss of trees and plants. In previous versions lacking [[cavern]]s, this was a serious drawback. Brave pioneers can dig down into the caverns to find essentials like water, mud, and plants. However, players should be aware that above-ground crops will not grow in mountain biomes, no matter how muddy you may make the surface.&lt;br /&gt;
&lt;br /&gt;
Depending on the exact layers, it's common to find exposed [[vein]]s of useful [[ore]]s that can be immediately mined for [[Make your own weapons|DIY]] weapons and tools.&lt;br /&gt;
&lt;br /&gt;
=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses. Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water. There are even (rare) magma vents. More water also means a high likelihood of an [[aquifer]] being present. Make sure to check on embark.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is the potential lack of exposed [[stone]] to mine. The first level(s) below the surface is often [[soil]] of some type, which offers no building materials. However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners. You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
&lt;br /&gt;
[[Experience|Training]] a [[Miner]] from No Skill to Proficient takes less than a month (~20 days with hauling disabled) in soil, and to Legendary in just under a season after. From embark, this means you should have legendary miners in early summer if you dig only in soil. Times increase slightly for each additional miner used.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, [[beach]]es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing [[water]] of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two [[biome]]s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the [[terrifying]] ocean is full of amphibious zombie [[whale]]s.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful. Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants. However, near-lifeless zones such as [[glacier]]s are wonderful for players with slower computers, as there's little to burden the CPU but your dwarves and livestock. [[Desert]]s and barren areas often have sand; with a sufficient source of energy (preferably magma or [[coke]], keeping in mind the scarcity of trees in these biomes), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
==Technical tricks/modifications==&lt;br /&gt;
Starting builds are located in data/init/[[embark_profiles.txt]]. They are editable as well as (usually) transferable.&lt;br /&gt;
&lt;br /&gt;
==Sample starting builds==&lt;br /&gt;
See [[Sample Starting Builds]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Road&amp;diff=215228</id>
		<title>Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Road&amp;diff=215228"/>
		<updated>2015-01-06T03:31:40Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge.  They are not strictly necessary, as a wagon is entirely capable of making its way over dirt or grass provided a 3-wide path exists the entire way; but without a road, you run the risk of trees growing in positions that prevent a wagon from squeezing through. A dwarf with the [[Architect]] labor must haul any materials to the site and design the structure before it can be finished by any available dwarf with Road Building labor enabled.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing mud and other contaminants, and removing [[shrub]]s and [[tree]]s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including [[stone]], [[block]]s, [[wood]] and metal [[bars]]. These roads are permanent, and use less material than paving the same space with constructed [[floor]]s. Yet paved road is a building, not a construction. To avoid the hassle of long-distance hauling, it is advisable to place a [[stockpile]] near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat.  The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues. &lt;br /&gt;
&lt;br /&gt;
Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstruct themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( {{k|b}} - {{k|C}} - {{k|f}}) ) over the water, which you can (but don't have to) then pave over. A [[bridge]] may also work, providing the body of water is no more than 20 squares wide.&lt;br /&gt;
&lt;br /&gt;
Building with stone blocks instead of natural stone results in Smooth paved roads instead of Rough paved roads.&lt;br /&gt;
== World Gen Roads ==&lt;br /&gt;
During [[world generation]], roads are created connecting [[Human]] towns and [[Dwarf]] Mountainhomes.  Dwarven and Goblin civilizations also create underground roads connecting their sites, which can be discovered in caverns after embark or entered from above ground in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Road&amp;diff=215226</id>
		<title>Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Road&amp;diff=215226"/>
		<updated>2015-01-06T02:10:53Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge.  They are not strictly necessary, as a wagon is entirely capable of making its way over dirt or grass provided a 3-wide path exists the entire way; but without a road, you run the risk of trees growing in positions that prevent a wagon from squeezing through. A dwarf with the [[Architect]] labor must haul any materials to the site and design the structure before it can be finished by any available dwarf with Road Building labor enabled.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing mud and other contaminants, and removing [[shrub]]s and [[tree]]s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including [[stone]], [[block]]s, [[wood]] and metal [[bars]]. These roads are permanent, and use less material than paving the same space with constructed [[floor]]s. To avoid the hassle of long-distance hauling, it is advisable to place a [[stockpile]] near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat.  The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues. &lt;br /&gt;
&lt;br /&gt;
Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstruct themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( {{k|b}} - {{k|C}} - {{k|f}}) ) over the water, which you can (but don't have to) then pave over. A [[bridge]] may also work, providing the body of water is no more than 20 squares wide.&lt;br /&gt;
&lt;br /&gt;
Building with stone blocks instead of natural stone results in Smooth paved roads instead of Rough paved roads.&lt;br /&gt;
== World Gen Roads ==&lt;br /&gt;
During [[world generation]], roads are created connecting [[Human]] towns and [[Dwarf]] Mountainhomes.  Dwarven and Goblin civilizations also create underground roads connecting their sites, which can be discovered in caverns after embark or entered from above ground in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blood_amaranth&amp;diff=215161</id>
		<title>Blood amaranth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blood_amaranth&amp;diff=215161"/>
		<updated>2015-01-02T12:28:05Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{plantlookup|other_products=&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blood Amaranth''' is an [[aboveground]] [[crop]]. It can either be [[milling|milled]] into [[flour|Blood amaranth flour]] or [[brewing|brewed]] into [[beer|blood amaranth beer]]. Its leaves are edible raw.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mining&amp;diff=215158</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mining&amp;diff=215158"/>
		<updated>2014-12-31T14:17:26Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Can set mining priority now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:32, 24 May 2013 (UTC)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Mining&lt;br /&gt;
| skill      = * [[Miner]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Dig&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone|stone types]], [[ore]]s and [[gem]]s, or simply to create the basic tunnels and [[room]]s in your fort. Mining refers to either the [[skill]] that performs mining, the [[labor]] associated with it, or simply the task or job of performing said labor. Military dwarves equipped with picks will use mining as their &amp;quot;weapon skill.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''[[Channel]]ing''' removes the section of the wall, the floor, and if possible places a ramp one level below.&lt;br /&gt;
* '''[[Ramp]]s''' replaces the section with an upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''[[Stairs]]''' carves out upward and/or downward stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil.  Constructed [[wall]], [[stairs]] or [[ramp|ramps]] cannot be mined; these must be removed using the 'remove construction' option ({{K|d}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A [[miner]] also requires an available [[pick]].  A dwarf's agility and mining skill affect how quickly they mine.&lt;br /&gt;
&lt;br /&gt;
Selecting the mining labor will disable the [[wood cutting]] and [[hunting]] labors, as they all involve the usage of different tools.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations Menu]].&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# (Optional) Set the priority with {{K|-}} and {{K|+}}. Tiles with lesser priority value will be mined first.&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined. The opposite corner can also be placed on a different z-level with {{k|&amp;lt;|&amp;gt;}}, designating areas across z-levels for mining. Tiles can also be designated by using the mouse and left-clicking.&lt;br /&gt;
&lt;br /&gt;
==Understanding digging==&lt;br /&gt;
Each layer in the three-dimensional Dwarf Fortress map consists of two parts: a wall-part, and a floor-part.  Digging a tunnel removes the wall-part but leaves the floor-part in place.  Channeling removes the floor-part as well, leaving open space above, and if a floor-part exists below, it becomes an upward ramp.&lt;br /&gt;
&amp;lt;!--We really need an updated image like the one on 40d:Mining --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mineral production (profit!)==&lt;br /&gt;
When the wall-part is removed from a stone tile, there is a 25% chance that a single [[stone]] (also known as a boulder) will be left behind.  Minerals which are found in [[vein]]s have a 33% chance of leaving ore, and minerals found in [[vein|small clusters]] (or individual tiles) have a 100% chance of leaving a stone or rough gem behind. Finally, any &amp;quot;deep&amp;quot; material (i.e. [[adamantine]] or [[slade]]) has a 100% chance of leaving a usable stone (though the latter is normally undiggable).&lt;br /&gt;
&lt;br /&gt;
When tunnels are dug in soil, nothing is left from the wall-part.  The floor-part will remain, if it wasn't channeled, and might be suitable for [[farming]] or [[sand]] collection.&lt;br /&gt;
&lt;br /&gt;
In older versions, higher mining skill would lead to more boulders being dug out. As of v0.34.08, the standard drop rate for boulders is 25% and skill gain only decreases the amount of time it takes to mine each tile. Also as of v0.34.08, the [[mason's workshop]] creates four [[block]]s from one boulder instead of the previous one block. This means that for the purpose of constructions or buildings there is just as much stone available as before, although an extra processing step has been added. The same goes for ores, one piece of ore will produce 4 bars at a [[smelter]]. Tasks that use stone as a raw material, however, now have much fewer materials to work with (such as [[flux]] for [[steel]] production).&lt;br /&gt;
&lt;br /&gt;
==Training mining==&lt;br /&gt;
Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is one of the fastest ways to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
The fastest way to train mining is to first dig out upstairs, then remove the upstairs. Removing upstairs (even rock ones) is extremely quick and still provides mining experience.&lt;br /&gt;
&lt;br /&gt;
==Mining warm and damp stone==&lt;br /&gt;
When designating any digging operation, warm and damp tiles will flash, indicating magma or water in adjacent tiles. Miners can dig these safely, provided there is an escape route ( ''&amp;quot;Safely&amp;quot;'' here implies only the short term survival of the digging dwarf, your fortress may well be flooded as a result, even many levels above the digging level, ''eventually'' killing your dwarf ).&lt;br /&gt;
&lt;br /&gt;
Channeling and ramping designations involve two operations, and your dwarf will be submerged in the fluid when done. Unskilled swimmers can reach an exit ramp out of water if near enough, but magma will certainly cost your miner's life (the flow from either can knock dwarves off ledges, or, naturally, [[flood]] the fortress.)&lt;br /&gt;
&lt;br /&gt;
Wall tiles ''above'' magma will flash 'warm', and designations will be cancelled even if an entirely safe tunnel is being dug. This is rather annoying when carving out rooms above the magma sea, although there is a way around it. Designating a channel two levels above the magma will mine out the warm wall immediately above the magma, and the designation won't be cancelled because it's not in the area of the warm stone.&lt;br /&gt;
&lt;br /&gt;
==How to cancel a mining operation==&lt;br /&gt;
If you placed a designated area for mining but want to cancel the mining (for example if you approached [[Main:Digging designation canceled|damp stone]]) simply go to Designations {{K|d}} and select Remove Designation {{K|x}}. Then select the starting point of the area you want to cancel with {{K|enter}}, move to the ending point and confirm again with {{K|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards {{K|d}} -&amp;gt; {{K|z}}. If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Another (more complicated) way of removing any access to the moat is to replace the dug out ramps with constructed ones and creating a cave-in with constructed floors. Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
When digging upward ramps, watch out for loose stone or other items that might be on the floor above, as falling objects can injure the unfortunate miner.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* [[Caverns]] &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]].&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&lt;br /&gt;
* [[Smoothing]] &amp;amp;ndash; Increase fortress value and dwarf happiness by improving the quality of your rough-stone mineshafts.&lt;br /&gt;
&lt;br /&gt;
{{labors}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thresher&amp;diff=205452</id>
		<title>Thresher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thresher&amp;diff=205452"/>
		<updated>2014-07-12T00:29:37Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional|23:42, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Thresher&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Plant processing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Process plants&lt;br /&gt;
* Process plants (to Bag)&lt;br /&gt;
* Process plants (to Barrel)&lt;br /&gt;
* Process plants (to Vial)&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Farmer's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thresher''' is the skill that [[dwarves]] use when given the [[labor]] '''plant processing'''.  &amp;quot;Processing plants&amp;quot; actually covers 4 different [[job]]s done at a [[farmer's workshop]].&lt;br /&gt;
&lt;br /&gt;
:* '''Process plants''':&lt;br /&gt;
::Turns [[pig tail]]s into pig tail [[thread]] or [[rope reed]] into rope reed thread.  These products produce [[seed]]s as well.&lt;br /&gt;
&lt;br /&gt;
:* '''Process plants (to [[bag]])''':&lt;br /&gt;
::Turns [[quarry bush]]es into quarry bush leaves and produces rock nuts.  Five leaves and one rock nut are produced per [[quarry bush]].&lt;br /&gt;
&lt;br /&gt;
:* '''Process plants (to [[barrel]])''':&lt;br /&gt;
::Turns [[sweet pod]]s into [[dwarven syrup]] and produces sweet pod seeds.  Each sweet pod produces five units of syrup.&lt;br /&gt;
&lt;br /&gt;
:* '''Process plants (to [[vial]])''':&lt;br /&gt;
::Turns [[valley herb]]s into [[Golden salve]]. Requires a [[glass]] vial.  Currently there is no use for this [[extract]] other than as an export good.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Plant_processing&amp;diff=205451</id>
		<title>DF2014:Plant processing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Plant_processing&amp;diff=205451"/>
		<updated>2014-07-12T00:28:28Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Redirected page to DF2014:Thresher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT:[[DF2014:Thresher]]&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Pot&amp;diff=205450</id>
		<title>DF2014:Pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Pot&amp;diff=205450"/>
		<updated>2014-07-12T00:26:14Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Redirected page to DF2014:Large pot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT:[[DF2014:Large pot]]&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Herbalist&amp;diff=205449</id>
		<title>Herbalist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Herbalist&amp;diff=205449"/>
		<updated>2014-07-12T00:16:29Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Herbalist&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Plant gathering]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Gather plants&lt;br /&gt;
* Extract Plant Essence&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Still]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Memory&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''herbalist''' skill is used by dwarves with the '''plant gathering''' [[labor]]. They will attempt to gather [[plant]]s from [[Designations Menu|designated]] [[shrub]]s.  If successful, a stack of 1 to 5 plants will be produced.&lt;br /&gt;
&lt;br /&gt;
== Food production ==&lt;br /&gt;
Herbalists are often used to help with food production in an early fortress as they do not require farm plots or other setup.  While plant gathering is less efficient than [[farming]] and significantly less reliable, it provides a relatively immediate payoff in comparison.  Plant gathering is also an excellent way to acquire above ground plants in order to bootstrap above ground farming (the only alternative is to wait for a human or elven caravan and hope they brought seeds).&lt;br /&gt;
&lt;br /&gt;
Above ground, this skill works best in areas with thick vegetation like [[forest]]s; is less useful in sparsely vegetated biomes like [[desert]]s or [[badlands]]; and is completely useless in [[mountain]] biomes which cannot have shrubs. Underground, plant gathering can be a high risk activity in the caverns, and production can be easily outstripped by farms.  However, once a non-dry cavern has been opened, underground shrubs will begin to appear on ''all'' underground soil or muddy tiles.  Herbalists can continue to gather from these to supplement your farming production, at no risk.&lt;br /&gt;
&lt;br /&gt;
The number of plants in a stack a herbalist gathers depends on his skill the same as with quality levels in earlier versions - for every 'bump' in quality, there is one more plant, starting with 0-1 and capped at 5.&lt;br /&gt;
&lt;br /&gt;
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labour is disabled.&lt;br /&gt;
&lt;br /&gt;
== Gathering seeds ==&lt;br /&gt;
Plants gathered by herbalists can be eaten or processed to provide [[seed|seeds]] which can then be [[crop|planted]] in farms. For this reason, it is popular (if not necessary) to gather above ground plants early in a fort's existence if one wants to grow above ground crops.&lt;br /&gt;
&lt;br /&gt;
==Speed of training==&lt;br /&gt;
Dwarves gain [[experience]] in plant gathering every time they pick over a shrub whether they are successful at harvesting anything or not. Training a completely unskilled dwarf to legendary status in this skill requires the harvesting of 600 plants, and can be done in less than a couple of years. A legendary herbalist not suffering from any [[Skill#Skill_penalties|skill penalties]] will never fail to harvest a stack of four or five [[crop|plant]]s.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Plant_gathering&amp;diff=205448</id>
		<title>DF2014:Plant gathering</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Plant_gathering&amp;diff=205448"/>
		<updated>2014-07-12T00:14:26Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Redirected page to DF2014:Herbalist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Herbalist]]&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Bag&amp;diff=205446</id>
		<title>DF2014:Bag</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Bag&amp;diff=205446"/>
		<updated>2014-07-12T00:11:27Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Redirected page to DF2014:Box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Box]]&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cook&amp;diff=205443</id>
		<title>Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cook&amp;diff=205443"/>
		<updated>2014-07-12T00:06:33Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Cook&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Cooking]]&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Kitchen]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare Easy Meal&lt;br /&gt;
* Prepare Fine Meal&lt;br /&gt;
* Prepare Lavish Meal&lt;br /&gt;
* Render Fat&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Cook''' is a dwarf whose highest skill is in cooking. Cooks will prepare meals at the [[kitchen]] workshop using ingredients available in your fortress. They will also render [[fat]] into [[tallow]] at the kitchen. Both of these fall under the Cooking labor.&lt;br /&gt;
&lt;br /&gt;
Although some kinds of [[food]] can be eaten raw, other food resources are ingredients which are only edible when cooked into a meal. Cooking thus increases the number of food sources available to your fortress. Conversely, cooking plants does not yield plant [[seed]]s, so cooking edible plants decreases your potential [[crop]]s. Eating high [[item quality|quality]] prepared food gives your dwarves happy [[thought]]s if the meal contains one of their [[preference|favorite]] foods {{Bug|4661}}. It is not precisely known how a cook's skill and the quality of ingredients affect the happiness generated by a meal, but as a general rule there's no such thing as &amp;quot;too good&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Prepared Meals ==&lt;br /&gt;
There are three kinds of prepared meals: easy, fine, and lavish. All three of these give the same [[experience]] gain to the Cooking skill, so making easy meals maximizes experience gain; if you don't care about experience gain, preparing lavish meals saves much more stockpile space. The number of servings produced has no effect on experience gain. Prepared meals can [[wear|rot]], but will do so much more slowly than raw food, especially [[meat]].&lt;br /&gt;
&lt;br /&gt;
Prepared meals are made with a varying number of ingredients:&lt;br /&gt;
* Easy meals require two ingredients, and are named &amp;quot;{last ingredient} biscuit&amp;quot;.&lt;br /&gt;
* Fine meals require three ingredients, and are named &amp;quot;{last ingredient} stew&amp;quot;.&lt;br /&gt;
* Lavish meals require four ingredients, and are named &amp;quot;{last ingredient} roast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As you can see, the last ingredient added to the meal will determine its name, which in turn is determined more or less randomly by the order in which the cook grabs them. To successfully create a prepared meal, a cook must have access to the proper number of ''distinct stacks'' of ingredients when the job starts, otherwise the job will be cancelled. The same ingredient may be used for a meal multiple times, provided that ingredient is in multiple discrete stacks. The stack size of the finished prepared meal is the sum of the stack sizes of its ingredients, so a cook grabbing &amp;quot;turkey hen egg [14]&amp;quot;, &amp;quot;plump helmets [5]&amp;quot; and &amp;quot;plump helmets [5]&amp;quot; would result in a stack of &amp;quot;plump helmet stew [24]&amp;quot;. Prepared meals cannot be used as ingredients in other prepared meals.&lt;br /&gt;
&lt;br /&gt;
Cooks may occasionally create a meal that has more than the required number of ingredients; roasts, for instance, may have 5, or, occasionally, 6 ingredients, or even rarely as many as 12. This behavior is presumably a bug, and may be related to the [[Main:Planepacked|Planepacked]] glitch and other similar bugs.  It seems to occur when many stacks of the same food are available (for example, many, many quarry bush leaves) and the cook grabs multiple stacks of the same food.  &lt;br /&gt;
&lt;br /&gt;
Despite their large stack sizes, stacks of prepared meals can usually (though not always) fit into regular [[barrel]]s or [[pot]]s on a food stockpile.&lt;br /&gt;
&lt;br /&gt;
Prepared meals are subject to quality modifiers to their base value while each individual ingredient gets a quality modifier as well, making prepared meals an extremely profitable item indeed.&lt;br /&gt;
&lt;br /&gt;
=== Prepared Meal Value ===&lt;br /&gt;
This table shows how the [[item quality|quality modifiers]] compare to other items:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality&lt;br /&gt;
! Meal&lt;br /&gt;
! Ingredient&lt;br /&gt;
! Value Modifier&lt;br /&gt;
|-&lt;br /&gt;
|(normal)&lt;br /&gt;
|(none)&lt;br /&gt;
|minced&lt;br /&gt;
|1x&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-Well-Crafted-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|well-prepared&lt;br /&gt;
|well-minced&lt;br /&gt;
|2x&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+Finely-crafted+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|finely-prepared&lt;br /&gt;
|finely minced&lt;br /&gt;
|3x&lt;br /&gt;
|-&lt;br /&gt;
|*Superior quality*&lt;br /&gt;
|superior prepared&lt;br /&gt;
|superiorly minced&lt;br /&gt;
|4x&lt;br /&gt;
|-&lt;br /&gt;
|≡Exceptional≡&lt;br /&gt;
|exceptional prepared&lt;br /&gt;
|exceptionally minced&lt;br /&gt;
|5x&lt;br /&gt;
|-&lt;br /&gt;
|☼Masterful☼&lt;br /&gt;
|masterfully prepared&lt;br /&gt;
|masterfully minced&lt;br /&gt;
|12x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The value of a stack of prepared meals is equal to the prepared meal's base value of 10 times the meal's quantity modifier (finely-prepared, etc.), plus the products of each ingredient's base value and its quality modifier (well-minced, etc.), all multiplied by the stack size. So, for example: a well-prepared meal consisting of 5 finely-minced cow cheese, 3 finely-minced llama tripe, 1 finely-minced llama sweetbread, and 2 superiorly minced mussels would be &amp;quot;-mussel roast [11]-&amp;quot;, worth 770☼ (for 62☼ of ingredients!). (Exact calculation: (2*10 + 3*10 + 3*2 + 3*2 + 4*2)(5 + 3 + 1 + 2). &lt;br /&gt;
&lt;br /&gt;
This example can be understood as:&lt;br /&gt;
&lt;br /&gt;
(well-prepared = 2) x (base value of prepared meal = 10☼) &lt;br /&gt;
&lt;br /&gt;
+&lt;br /&gt;
&lt;br /&gt;
(finely-minced = 3) x (value of cheese = 10☼)&lt;br /&gt;
&lt;br /&gt;
+&lt;br /&gt;
&lt;br /&gt;
(finely minced = 3) x (value of tripe = 2☼)&lt;br /&gt;
&lt;br /&gt;
+&lt;br /&gt;
&lt;br /&gt;
(finely minced = 3) x (value of sweetbread = 2☼)&lt;br /&gt;
&lt;br /&gt;
+&lt;br /&gt;
&lt;br /&gt;
(superiorly minced = 4) x (value of mussels = 2☼)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
all multiplied by the total number of ingredients (11)&lt;br /&gt;
&lt;br /&gt;
=&lt;br /&gt;
&lt;br /&gt;
770☼&lt;br /&gt;
&lt;br /&gt;
The individual stack sizes of the ingredients may affect your profits, but have no effect on the final meal's value. One &amp;quot;masterfully minced plump helmet&amp;quot; cooked with ten &amp;quot;well-minced dog meat&amp;quot; will have exactly the same value and description as ten &amp;quot;masterfully minced plump helmet&amp;quot; and one &amp;quot;well-minced dog meat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Boozecooking==&lt;br /&gt;
Booze (and other liquid ingredients) can be used as an ingredient in prepared meals, but the first ingredient stack of any prepared meal must be a solid. &lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
When rendering large units of fat (for example from elephants or forgotten beasts) a dwarf gains cooking skill extremely quickly due to the dozens or hundreds of units of tallow created per task - even to the point of going from dabbling to skilled in a single task. Thus rendering fat can be used to rapidly train cooking to high levels.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Cooks will only use liquid bases (like [[dwarven syrup]]) as a last resort, instead preferring to cook solid foods with solid foods. {{Bug|2393}} A workaround for this is to set up multiple stockpiles around the kitchen, with ''only'' the stockpile for dwarven syrup set to allow barrels. When the other cooking materials around the kitchen are '''not''' in barrels, the cooks will use the dwarven syrup along with the other foodstuffs to cook their meals.&lt;br /&gt;
* Cooks prefer solid ingredients stored in containers (and, even more so, ingredients stored in containers stored in containers--e.g. [[flour]], [[quarry bush]] leaves, etc.).&lt;br /&gt;
* Cooking with eggs creates extreme kitchen [[clutter]]. {{Bug|3994}}&lt;br /&gt;
* Frozen milk gets cooked into prepared meals as a solid, causing the meal to melt later. {{Bug|2787}}&lt;br /&gt;
* High [[quality]] cooked meals only give a happy [[thought]] if at least one of the ingredients is [[preference|preferred]] by the dwarf eating it. {{Bug|4661}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Cooking&amp;diff=205438</id>
		<title>DF2014:Cooking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Cooking&amp;diff=205438"/>
		<updated>2014-07-11T23:33:10Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Redirected page to DF2014:Cook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Cook]]&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205437</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205437"/>
		<updated>2014-07-11T23:28:18Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: /* Seed Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Soft wheat|Soft Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Hard wheat|Hard Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Spelt|Spelt]] Seeds&lt;br /&gt;
* [[DF2014:Barley|Barley]] Seeds&lt;br /&gt;
* [[DF2014:Buckwheat|Buckwheet]] Seeds&lt;br /&gt;
* [[DF2014:Oats|Oats]] Seeds&lt;br /&gt;
* [[DF2014:Alfalfa|Alfalfa]]  Seeds&lt;br /&gt;
* [[DF2014:Rye|Rye]] Seeds&lt;br /&gt;
* [[DF2014:Sorghum|Sorghum]] Seeds&lt;br /&gt;
* [[DF2014:Rice|Rice]]&lt;br /&gt;
* [[DF2014:Maize|Maize]]&lt;br /&gt;
* [[DF2014:Quinoa|Quinoa]] Seeds&lt;br /&gt;
* [[DF2014:Kaniwa|Kaniwa]] Seeds&lt;br /&gt;
* [[DF2014:Bitter vetch|Bitter Vetch]] Seeds&lt;br /&gt;
* [[DF2014:Pendant amaranth|Pendant Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Purple amaranth|Purple Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Red spinach|Red Spinach]] Seeds&lt;br /&gt;
* [[DF2014:Elephant-head amaranth|Elephant-head Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Pearl millet|Pearl Millet]]&lt;br /&gt;
* [[DF2014:White millet|White Millet]]&lt;br /&gt;
* [[DF2014:Finger millet|Finger Millet]]&lt;br /&gt;
* [[DF2014:Foxtail millet|Foxtail Millet]]&lt;br /&gt;
* [[DF2014:Fonio|Fonio]]&lt;br /&gt;
* [[DF2014:Teff|Teff]]&lt;br /&gt;
* [[DF2014:Flax|Flax]] Seeds&lt;br /&gt;
* [[DF2014:Jute|Jute]] Seeds&lt;br /&gt;
* [[DF2014:Hemp|Hemp]] Seeds&lt;br /&gt;
* [[DF2014:Cotton|Cotton]] Seeds&lt;br /&gt;
* [[DF2014:Ramie|Ramie]] Seeds&lt;br /&gt;
* [[DF2014:Kenaf|Kenaf]] Seeds&lt;br /&gt;
* [[DF2014:Papyrus sedge|Papyrus]] Seeds&lt;br /&gt;
* [[DF2014:Artichoke|Artichoke]] Seeds&lt;br /&gt;
* [[DF2014:Asparagus|Asparagus]] Seeds&lt;br /&gt;
* [[DF2014:Bambara groundnut|Bambara Groundnuts]]&lt;br /&gt;
* [[DF2014:String bean|String Beans]]&lt;br /&gt;
* [[DF2014:Broad bean|Broad Beans]]&lt;br /&gt;
* [[DF2014:Beet|Beet]] Seeds&lt;br /&gt;
* [[DF2014:Bitter melon|Bitter Melon]] Seeds&lt;br /&gt;
* [[DF2014:Cabbage|Cabbage]] Seeds&lt;br /&gt;
* [[DF2014:Caper|Caper]] Seeds&lt;br /&gt;
* [[DF2014:Wild carrot|Carrot]] Seeds&lt;br /&gt;
* [[DF2014:Cassava|Cassava]] Seeds&lt;br /&gt;
* [[DF2014:Celery|Celery]] Seeds&lt;br /&gt;
* [[DF2014:Chickpea|Chickpeas]]&lt;br /&gt;
* [[DF2014:Chicory|Chicory]] Seeds&lt;br /&gt;
* [[DF2014:Cowpea|Cowpeas]]&lt;br /&gt;
* [[DF2014:Cucumber|Cucumber]] Seeds&lt;br /&gt;
* [[DF2014:Eggplant|Eggplant]] Seeds&lt;br /&gt;
* [[DF2014:Garden cress|Garden Cress]] Seeds&lt;br /&gt;
* [[DF2014:Garlic|Garlic]] Seeds&lt;br /&gt;
* [[DF2014:Horned melon|Horned Melon]] Seeds&lt;br /&gt;
* [[DF2014:Leek|Leek]] Seeds&lt;br /&gt;
* [[DF2014:Lentil|Lentils]]&lt;br /&gt;
* [[DF2014:Lettuce|Lettuce]] Seeds&lt;br /&gt;
* [[DF2014:Mung bean|Mung Beans]]&lt;br /&gt;
* [[DF2014:Muskmelon|Muskmelon]] Seeds&lt;br /&gt;
* [[DF2014:Onion|Onion]] Seeds&lt;br /&gt;
* [[DF2014:Parsnip|Parsnip]] Seeds&lt;br /&gt;
* [[DF2014:Pea|Peas]]&lt;br /&gt;
* [[DF2014:Peanut|Peanuts]]&lt;br /&gt;
* [[DF2014:Pepper|Pepper]] Seeds&lt;br /&gt;
* [[DF2014:Potato|Potato]] Seeds&lt;br /&gt;
* [[DF2014:Radish|Radish]] Seeds&lt;br /&gt;
* [[DF2014:Red bean|Red Beans]]&lt;br /&gt;
* [[DF2014:Rhubarb|Rhubarb]] Seeds&lt;br /&gt;
* [[DF2014:Soybean|Soybeans]]&lt;br /&gt;
* [[DF2014:Spinach|Spinach]] Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* [[DF2014:Plump helmet|Plump Helmet]] Spawn&lt;br /&gt;
* [[DF2014:Pig tail|Pig Tail]] Seeds&lt;br /&gt;
* [[DF2014:Cave wheat|Cave Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Sweet pod|Sweet Pod]] Seeds&lt;br /&gt;
* [[DF2014:Quarry bush|Rock Nuts]]&lt;br /&gt;
* [[DF2014:Prickle berry|Prickle Berry]] Seeds&lt;br /&gt;
* [[DF2014:Strawberry|Strawberry]] Seeds&lt;br /&gt;
* [[DF2014:Longland grass|Longland Grass]] Seeds&lt;br /&gt;
* [[DF2014:Rat weed|Rat Weed]] Seeds&lt;br /&gt;
* [[DF2014:Fisher berry|Fisher Berry]] Seeds&lt;br /&gt;
* [[DF2014:Rope reed|Rope Reed]] Seeds&lt;br /&gt;
* [[DF2014:Dimple cup|Dimple Cup]] Spawn&lt;br /&gt;
* [[DF2014:Blade weed|Blade Weed]] Seeds&lt;br /&gt;
* [[DF2014:Hide root|Hide Root]] Seeds&lt;br /&gt;
* [[DF2014:Sliver barb|Silver Barb]] Seeds&lt;br /&gt;
* [[DF2014:Sun berry|Sun Berry]] Seeds&lt;br /&gt;
* [[DF2014:Whip vine|Whip Vine]] Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[DF2014:Crop|crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205436</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205436"/>
		<updated>2014-07-11T23:24:22Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Soft wheat|Soft Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Hard wheat|Hard Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Spelt|Spelt]] Seeds&lt;br /&gt;
* [[DF2014:Barley|Barley]] Seeds&lt;br /&gt;
* [[DF2014:Buckwheat|Buckwheet]] Seeds&lt;br /&gt;
* [[DF2014:Oats|Oats]] Seeds&lt;br /&gt;
* [[DF2014:Alfalfa|Alfalfa]]  Seeds&lt;br /&gt;
* [[DF2014:Rye|Rye]] Seeds&lt;br /&gt;
* [[DF2014:Sorghum|Sorghum]] Seeds&lt;br /&gt;
* [[DF2014:Rice|Rice]]&lt;br /&gt;
* [[DF2014:Maize|Maize]]&lt;br /&gt;
* [[DF2014:Quinoa|Quinoa]] Seeds&lt;br /&gt;
* [[DF2014:Kaniwa|Kaniwa]] Seeds&lt;br /&gt;
* [[DF2014:Bitter vetch|Bitter Vetch]] Seeds&lt;br /&gt;
* [[DF2014:Pendant amaranth|Pendant Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Purple amaranth|Purple Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Red spinach|Red Spinach]] Seeds&lt;br /&gt;
* [[DF2014:Elephant-head amaranth|Elephant-head Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Pearl millet|Pearl Millet]]&lt;br /&gt;
* [[DF2014:White millet|White Millet]]&lt;br /&gt;
* [[DF2014:Finger millet|Finger Millet]]&lt;br /&gt;
* [[DF2014:Foxtail millet|Foxtail Millet]]&lt;br /&gt;
* [[DF2014:Fonio|Fonio]]&lt;br /&gt;
* [[DF2014:Teff|Teff]]&lt;br /&gt;
* [[DF2014:Flax|Flax]] Seeds&lt;br /&gt;
* [[DF2014:Jute|Jute]] Seeds&lt;br /&gt;
* [[DF2014:Hemp|Hemp]] Seeds&lt;br /&gt;
* [[DF2014:Cotton|Cotton]] Seeds&lt;br /&gt;
* [[DF2014:Ramie|Ramie]] Seeds&lt;br /&gt;
* [[DF2014:Kenaf|Kenaf]] Seeds&lt;br /&gt;
* [[DF2014:Papyrus sedge|Papyrus]] Seeds&lt;br /&gt;
* [[DF2014:Artichoke|Artichoke]] Seeds&lt;br /&gt;
* [[DF2014:Asparagus|Asparagus]] Seeds&lt;br /&gt;
* [[DF2014:Bambara groundnut|Bambara Groundnuts]]&lt;br /&gt;
* [[DF2014:String bean|String Beans]]&lt;br /&gt;
* [[DF2014:Broad bean|Broad Beans]]&lt;br /&gt;
* [[DF2014:Beet|Beet]] Seeds&lt;br /&gt;
* [[DF2014:Bitter melon|Bitter Melon]] Seeds&lt;br /&gt;
* [[DF2014:Cabbage|Cabbage]] Seeds&lt;br /&gt;
* [[DF2014:Caper|Caper]] Seeds&lt;br /&gt;
* [[DF2014:Wild carrot|Carrot]] Seeds&lt;br /&gt;
* [[DF2014:Cassava|Cassava]] Seeds&lt;br /&gt;
* [[DF2014:Celery|Celery]] Seeds&lt;br /&gt;
* [[DF2014:Chickpea|Chickpeas]]&lt;br /&gt;
* [[DF2014:Chicory|Chicory]] Seeds&lt;br /&gt;
* [[DF2014:Cowpea|Cowpeas]]&lt;br /&gt;
* [[DF2014:Cucumber|Cucumber]] Seeds&lt;br /&gt;
* [[DF2014:Eggplant|Eggplant]] Seeds&lt;br /&gt;
* [[DF2014:Garden cress|Garden Cress]] Seeds&lt;br /&gt;
* [[DF2014:Garlic|Garlic]] Seeds&lt;br /&gt;
* [[DF2014:Horned melon|Horned Melon]] Seeds&lt;br /&gt;
* [[DF2014:Leek|Leek]] Seeds&lt;br /&gt;
* [[DF2014:Lentil|Lentils]]&lt;br /&gt;
* [[DF2014:Lettuce|Lettuce]] Seeds&lt;br /&gt;
* [[DF2014:Mung bean|Mung Beans]]&lt;br /&gt;
* [[DF2014:Muskmelon|Muskmelon]] Seeds&lt;br /&gt;
* [[DF2014:Onion|Onion]] Seeds&lt;br /&gt;
* [[DF2014:Parsnip|Parsnip]] Seeds&lt;br /&gt;
* [[DF2014:Pea|Peas]]&lt;br /&gt;
* [[DF2014:Peanut|Peanuts]]&lt;br /&gt;
* [[DF2014:Pepper|Pepper]] Seeds&lt;br /&gt;
* [[DF2014:Potato|Potato]] Seeds&lt;br /&gt;
* [[DF2014:Radish|Radish]] Seeds&lt;br /&gt;
* [[DF2014:Red bean|Red Beans]]&lt;br /&gt;
* [[DF2014:Rhubarb|Rhubarb]] Seeds&lt;br /&gt;
* [[DF2014:Soybean|Soybeans]]&lt;br /&gt;
* [[DF2014:Spinach|Spinach]] Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* [[DF2014:Plump helmet|Plump Helmet]] Spawn&lt;br /&gt;
* [[DF2014:Pig tail|Pig Tail]] Seeds&lt;br /&gt;
* [[DF2014:Cave wheat|Cave Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Sweet pod|Sweet Pod]] Seeds&lt;br /&gt;
* [[DF2014:Quarry bush|Rock Nuts]]&lt;br /&gt;
* [[DF2014:Prickle berry|Prickle Berry]] Seeds&lt;br /&gt;
* [[DF2014:Strawberry|Strawberry]] Seeds&lt;br /&gt;
* [[DF2014:Longland grass|Longland Grass]] Seeds&lt;br /&gt;
* [[DF2014:Rat weed|Rat Weed]] Seeds&lt;br /&gt;
* [[DF2014:Fisher berry|Fisher Berry]] Seeds&lt;br /&gt;
* [[DF2014:Rope reed|Rope Reed]] Seeds&lt;br /&gt;
* [[DF2014:Dimple cup|Dimple Cup]] Spawn&lt;br /&gt;
* [[DF2014:Blade weed|Blade Weed]] Seeds&lt;br /&gt;
* [[DF2014:Hide root|Hide Root]] Seeds&lt;br /&gt;
* [[DF2014:Sliver barb|Silver Barb]] Seeds&lt;br /&gt;
* [[DF2014:Sun berry|Sun Berry]] Seeds&lt;br /&gt;
* [[DF2014:Whip vine|Whip Vine]] Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205435</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205435"/>
		<updated>2014-07-11T23:23:40Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Soft wheat|Soft Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Hard wheat|Hard Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Spelt|Spelt]] Seeds&lt;br /&gt;
* [[DF2014:Barley|Barley]] Seeds&lt;br /&gt;
* [[DF2014:Buckwheat|Buckwheet]] Seeds&lt;br /&gt;
* [[DF2014:Oats|Oats]] Seeds&lt;br /&gt;
* [[DF2014:Alfalfa|Alfalfa]]  Seeds&lt;br /&gt;
* [[DF2014:Rye|Rye]] Seeds&lt;br /&gt;
* [[DF2014:Sorghum|Sorghum]] Seeds&lt;br /&gt;
* [[DF2014:Rice|Rice]]&lt;br /&gt;
* [[DF2014:Maize|Maize]]&lt;br /&gt;
* [[DF2014:Quinoa|Quinoa]] Seeds&lt;br /&gt;
* [[DF2014:Kaniwa|Kaniwa]] Seeds&lt;br /&gt;
* [[DF2014:Bitter vetch|Bitter Vetch]] Seeds&lt;br /&gt;
* [[DF2014:Pendant amaranth|Pendant Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Purple amaranth|Purple Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Red spinach|Red Spinach]] Seeds&lt;br /&gt;
* [[DF2014:Elephant-head amaranth|Elephant-head Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Pearl millet|Pearl Millet]]&lt;br /&gt;
* [[DF2014:White millet|White Millet]]&lt;br /&gt;
* [[DF2014:Finger millet|Finger Millet]]&lt;br /&gt;
* [[DF2014:Foxtail millet|Foxtail Millet]]&lt;br /&gt;
* [[DF2014:Fonio|Fonio]]&lt;br /&gt;
* [[DF2014:Teff|Teff]]&lt;br /&gt;
* [[DF2014:Flax|Flax]] Seeds&lt;br /&gt;
* [[DF2014:Jute|Jute]] Seeds&lt;br /&gt;
* [[DF2014:Hemp|Hemp]] Seeds&lt;br /&gt;
* [[DF2014:Cotton|Cotton]] Seeds&lt;br /&gt;
* [[DF2014:Ramie|Ramie]] Seeds&lt;br /&gt;
* [[DF2014:Kenaf|Kenaf]] Seeds&lt;br /&gt;
* [[DF2014:Papyrus sedge|Papyrus]] Seeds&lt;br /&gt;
* [[DF2014:Artichoke|Artichoke]] Seeds&lt;br /&gt;
* [[DF2014:Asparagus|Asparagus]] Seeds&lt;br /&gt;
* [[DF2014:Bambara groundnut|Bambara Groundnuts]]&lt;br /&gt;
* [[DF2014:String bean|String Beans]]&lt;br /&gt;
* [[DF2014:Broad bean|Broad Beans]]&lt;br /&gt;
* [[DF2014:Beet|Beet]] Seeds&lt;br /&gt;
* [[DF2014:Bitter melon|Bitter Melon]] Seeds&lt;br /&gt;
* [[DF2014:Cabbage|Cabbage]] Seeds&lt;br /&gt;
* [[DF2014:Caper|Caper]] Seeds&lt;br /&gt;
* [[DF2014:Wild carrot|Carrot]] Seeds&lt;br /&gt;
* [[DF2014:Cassava|Cassava]] Seeds&lt;br /&gt;
* [[DF2014:Celery|Celery]] Seeds&lt;br /&gt;
* [[DF2014:Chickpea|Chickpeas]]&lt;br /&gt;
* [[DF2014:ChicoryChicory]] Seeds&lt;br /&gt;
* [[DF2014:Cowpea|Cowpeas]]&lt;br /&gt;
* [[DF2014:Cucumber|Cucumber]] Seeds&lt;br /&gt;
* [[DF2014:Eggplant|Eggplant]] Seeds&lt;br /&gt;
* [[DF2014:Garden cress|Garden Cress]] Seeds&lt;br /&gt;
* [[DF2014:Garlic|Garlic]] Seeds&lt;br /&gt;
* [[DF2014:Horned melon|Horned Melon]] Seeds&lt;br /&gt;
* [[DF2014:Leek|Leek]] Seeds&lt;br /&gt;
* [[DF2014:Lentil|Lentils]]&lt;br /&gt;
* [[DF2014:Lettuce|Lettuce]] Seeds&lt;br /&gt;
* [[DF2014:Mung bean|Mung Beans]]&lt;br /&gt;
* [[DF2014:Muskmelon|Muskmelon]] Seeds&lt;br /&gt;
* [[DF2014:Onion|Onion]] Seeds&lt;br /&gt;
* [[DF2014:Parsnip|Parsnip]] Seeds&lt;br /&gt;
* [[DF2014:Pea|Peas]]&lt;br /&gt;
* [[DF2014:Peanut|Peanuts]]&lt;br /&gt;
* [[DF2014:Pepper|Pepper]] Seeds&lt;br /&gt;
* [[DF2014:Potato|Potato]] Seeds&lt;br /&gt;
* [[DF2014:Radish|Radish]] Seeds&lt;br /&gt;
* [[DF2014:Red bean|Red Beans]]&lt;br /&gt;
* [[DF2014:Rhubarb|Rhubarb]] Seeds&lt;br /&gt;
* [[DF2014:Soybean|Soybeans]]&lt;br /&gt;
* [[DF2014:Spinach|Spinach]] Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* [[DF2014:Plump helmet|Plump Helmet]] Spawn&lt;br /&gt;
* [[DF2014:Pig tail|Pig Tail]] Seeds&lt;br /&gt;
* [[DF2014:Cave wheat|Cave Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Sweet pod|Sweet Pod]] Seeds&lt;br /&gt;
* [[DF2014:Quarry bush|Rock Nuts]]&lt;br /&gt;
* [[DF2014:Prickle berry|Prickle Berry]] Seeds&lt;br /&gt;
* [[DF2014:Strawberry|Strawberry]] Seeds&lt;br /&gt;
* [[DF2014:Longland grass|Longland Grass]] Seeds&lt;br /&gt;
* [[DF2014:Rat weed|Rat Weed]] Seeds&lt;br /&gt;
* [[DF2014:Fisher berry|Fisher Berry]] Seeds&lt;br /&gt;
* [[DF2014:Rope reed|Rope Reed]] Seeds&lt;br /&gt;
* [[DF2014:Dimple cup|Dimple Cup]] Spawn&lt;br /&gt;
* [[DF2014:Blade weed|Blade Weed]] Seeds&lt;br /&gt;
* [[DF2014:Hide root|Hide Root]] Seeds&lt;br /&gt;
* [[DF2014:Sliver barb|Silver Barb]] Seeds&lt;br /&gt;
* [[DF2014:Sun berry|Sun Berry]] Seeds&lt;br /&gt;
* [[DF2014:Whip vine|Whip Vine]] Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205434</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205434"/>
		<updated>2014-07-11T23:09:00Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Soft wheat|Soft Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Hard wheat|Hard Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Spelt|Spelt]] Seeds&lt;br /&gt;
* [[DF2014:Barley|Barley]] Seeds&lt;br /&gt;
* [[DF2014:Buckwheat|Buckwheet]] Seeds&lt;br /&gt;
* [[DF2014:Oats|Oats]] Seeds&lt;br /&gt;
* [[DF2014:Alfalfa|Alfalfa]]  Seeds&lt;br /&gt;
* [[DF2014:Rye|Rye]] Seeds&lt;br /&gt;
* [[DF2014:Sorghum|Sorghum]] Seeds&lt;br /&gt;
* [[DF2014:Rice|Rice]]&lt;br /&gt;
* [[DF2014:Maize|Maize]]&lt;br /&gt;
* [[DF2014:Quinoa|Quinoa]] Seeds&lt;br /&gt;
* [[DF2014:Kaniwa|Kaniwa]] Seeds&lt;br /&gt;
* [[DF2014:Bitter vetch|Bitter Vetch]] Seeds&lt;br /&gt;
* [[DF2014:Pendant amaranth|Pendant Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Purple amaranth|Purple Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Red spinach|Red Spinach]] Seeds&lt;br /&gt;
* [[DF2014:Elephant-head amaranth|Elephant-head Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Pearl millet|Pearl Millet]]&lt;br /&gt;
* [[DF2014:White millet|White Millet]]&lt;br /&gt;
* [[DF2014:Finger millet|Finger Millet]]&lt;br /&gt;
* [[DF2014:Foxtail millet|Foxtail Millet]]&lt;br /&gt;
* [[DF2014:Fonio|Fonio]]&lt;br /&gt;
* [[DF2014:Teff|Teff]]&lt;br /&gt;
* [[DF2014:Flax|Flax]] Seeds&lt;br /&gt;
* [[DF2014:Jute|Jute]] Seeds&lt;br /&gt;
* [[DF2014:Hemp|Hemp]] Seeds&lt;br /&gt;
* [[DF2014:Cotton|Cotton]] Seeds&lt;br /&gt;
* [[DF2014:Ramie|Ramie]] Seeds&lt;br /&gt;
* [[DF2014:Kenaf|Kenaf]] Seeds&lt;br /&gt;
* [[DF2014:Papyrus sedge|Papyrus]] Seeds&lt;br /&gt;
* [[DF2014:Artichoke|Artichoke]] Seeds&lt;br /&gt;
* Asparagus Seeds&lt;br /&gt;
* Bambara Groundnuts&lt;br /&gt;
* String Beans&lt;br /&gt;
* Broad Beans&lt;br /&gt;
* Beet Seeds&lt;br /&gt;
* Bitter Melon Seeds&lt;br /&gt;
* Cabbage Seeds&lt;br /&gt;
* Caper Seeds&lt;br /&gt;
* Carrot Seeds&lt;br /&gt;
* Cassava Seeds&lt;br /&gt;
* Celery Seeds&lt;br /&gt;
* Chickpeas&lt;br /&gt;
* Chicory Seeds&lt;br /&gt;
* Cowpeas&lt;br /&gt;
* Cucumber Seeds&lt;br /&gt;
* Eggplant Seeds&lt;br /&gt;
* Garden Cress Seeds&lt;br /&gt;
* Garlic Seeds&lt;br /&gt;
* Horned Melon Seeds&lt;br /&gt;
* Leek Seeds&lt;br /&gt;
* Lentils&lt;br /&gt;
* Lettuce Seeds&lt;br /&gt;
* Mung Beans&lt;br /&gt;
* Muskmelon Seeds&lt;br /&gt;
* Onion Seeds&lt;br /&gt;
* Parsnip Seeds&lt;br /&gt;
* Peas&lt;br /&gt;
* Peanuts&lt;br /&gt;
* Pepper Seeds&lt;br /&gt;
* Potato Seeds&lt;br /&gt;
* Radish Seeds&lt;br /&gt;
* Red Beans&lt;br /&gt;
* Rhubarb Seeds&lt;br /&gt;
* Soybeans&lt;br /&gt;
* Spinach Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* [[DF2014:Plump helmet|Plump Helmet]] Spawn&lt;br /&gt;
* [[DF2014:Pig tail|Pig Tail]] Seeds&lt;br /&gt;
* [[DF2014:Cave wheat|Cave Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Sweet pod|Sweet Pod]] Seeds&lt;br /&gt;
* [[DF2014:Quarry bush|Rock Nuts]]&lt;br /&gt;
* [[DF2014:Prickle berry|Prickle Berry]] Seeds&lt;br /&gt;
* [[DF2014:Strawberry|Strawberry]] Seeds&lt;br /&gt;
* [[DF2014:Longland grass|Longland Grass]] Seeds&lt;br /&gt;
* [[DF2014:Rat weed|Rat Weed]] Seeds&lt;br /&gt;
* [[DF2014:Fisher berry|Fisher Berry]] Seeds&lt;br /&gt;
* [[DF2014:Rope reed|Rope Reed]] Seeds&lt;br /&gt;
* [[DF2014:Dimple cup|Dimple Cup]] Spawn&lt;br /&gt;
* [[DF2014:Blade weed|Blade Weed]] Seeds&lt;br /&gt;
* [[DF2014:Hide root|Hide Root]] Seeds&lt;br /&gt;
* [[DF2014:Sliver barb|Silver Barb]] Seeds&lt;br /&gt;
* [[DF2014:Sun berry|Sun Berry]] Seeds&lt;br /&gt;
* [[DF2014:Whip vine|Whip Vine]] Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205377</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205377"/>
		<updated>2014-07-11T21:44:15Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Soft wheat|Soft Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Hard wheat|Hard Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Spelt|Spelt]] Seeds&lt;br /&gt;
* [[DF2014:Barley|Barley]] Seeds&lt;br /&gt;
* [[DF2014:Buckwheat|Buckwheet]] Seeds&lt;br /&gt;
* [[DF2014:Oats|Oats]] Seeds&lt;br /&gt;
* [[DF2014:Alfalfa|Alfalfa]]  Seeds&lt;br /&gt;
* [[DF2014:Rye|Rye]] Seeds&lt;br /&gt;
* [[DF2014:Sorghum|Sorghum]] Seeds&lt;br /&gt;
* [[DF2014:Rice|Rice]]&lt;br /&gt;
* [[DF2014:Maize|Maize]]&lt;br /&gt;
* [[DF2014:Quinoa|Quinoa]] Seeds&lt;br /&gt;
* [[DF2014:Kaniwa|Kaniwa]] Seeds&lt;br /&gt;
* [[DF2014:Bitter vetch|Bitter Vetch]] Seeds&lt;br /&gt;
* Pendant Amaranth Seeds&lt;br /&gt;
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Purple amaranth|Purple Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Red spinach|Red Spinach]] Seeds&lt;br /&gt;
* [[DF2014:Elephant-head amaranth|Elephant-head Amaranth]] Seeds&lt;br /&gt;
* [[DF2014:Pearl millet|Pearl Millet]]&lt;br /&gt;
* [[DF2014:White millet|White Millet]]&lt;br /&gt;
* Finger Millet&lt;br /&gt;
* [[DF2014:Foxtail millet|Foxtail Millet]]&lt;br /&gt;
* [[DF2014:Fonio|Fonio]]&lt;br /&gt;
* [[DF2014:Teff|Teff]]&lt;br /&gt;
* [[DF2014:Flax|Flax]] Seeds&lt;br /&gt;
* [[DF2014:Jute|Jute]] Seeds&lt;br /&gt;
* [[DF2014:Hemp|Hemp]] Seeds&lt;br /&gt;
* [[DF2014:Cotton|Cotton]] Seeds&lt;br /&gt;
* [[DF2014:Ramie|Ramie]] Seeds&lt;br /&gt;
* [[DF2014:Kenaf|Kenaf]] Seeds&lt;br /&gt;
* [[DF2014:Papyrus sedge|Papyrus]] Seeds&lt;br /&gt;
* [[DF2014:Artichoke|Artichoke]] Seeds&lt;br /&gt;
* Asparagus Seeds&lt;br /&gt;
* Bambara Groundnuts&lt;br /&gt;
* String Beans&lt;br /&gt;
* Broad Beans&lt;br /&gt;
* Beet Seeds&lt;br /&gt;
* Bitter Melon Seeds&lt;br /&gt;
* Cabbage Seeds&lt;br /&gt;
* Caper Seeds&lt;br /&gt;
* Carrot Seeds&lt;br /&gt;
* Cassava Seeds&lt;br /&gt;
* Celery Seeds&lt;br /&gt;
* Chickpeas&lt;br /&gt;
* Chicory Seeds&lt;br /&gt;
* Cowpeas&lt;br /&gt;
* Cucumber Seeds&lt;br /&gt;
* Eggplant Seeds&lt;br /&gt;
* Garden Cress Seeds&lt;br /&gt;
* Garlic Seeds&lt;br /&gt;
* Horned Melon Seeds&lt;br /&gt;
* Leek Seeds&lt;br /&gt;
* Lentils&lt;br /&gt;
* Lettuce Seeds&lt;br /&gt;
* Mung Beans&lt;br /&gt;
* Muskmelon Seeds&lt;br /&gt;
* Onion Seeds&lt;br /&gt;
* Parsnip Seeds&lt;br /&gt;
* Peas&lt;br /&gt;
* Peanuts&lt;br /&gt;
* Pepper Seeds&lt;br /&gt;
* Potato Seeds&lt;br /&gt;
* Radish Seeds&lt;br /&gt;
* Red Beans&lt;br /&gt;
* Rhubarb Seeds&lt;br /&gt;
* Soybeans&lt;br /&gt;
* Spinach Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* [[DF2014:Plump helmet|Plump Helmet]] Spawn&lt;br /&gt;
* [[DF2014:Pig tail|Pig Tail]] Seeds&lt;br /&gt;
* [[DF2014:Cave wheat|Cave Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Sweet pod|Sweet Pod]] Seeds&lt;br /&gt;
* [[DF2014:Quarry bush|Rock Nuts]]&lt;br /&gt;
* [[DF2014:Prickle berry|Prickle Berry]] Seeds&lt;br /&gt;
* [[DF2014:Strawberry|Strawberry]] Seeds&lt;br /&gt;
* [[DF2014:Longland grass|Longland Grass]] Seeds&lt;br /&gt;
* [[DF2014:Rat weed|Rat Weed]] Seeds&lt;br /&gt;
* [[DF2014:Fisher berry|Fisher Berry]] Seeds&lt;br /&gt;
* [[DF2014:Rope reed|Rope Reed]] Seeds&lt;br /&gt;
* [[DF2014:Dimple cup|Dimple Cup]] Spawn&lt;br /&gt;
* [[DF2014:Blade weed|Blade Weed]] Seeds&lt;br /&gt;
* [[DF2014:Hide root|Hide Root]] Seeds&lt;br /&gt;
* [[DF2014:Sliver barb|Silver Barb]] Seeds&lt;br /&gt;
* [[DF2014:Sun berry|Sun Berry]] Seeds&lt;br /&gt;
* [[DF2014:Whip vine|Whip Vine]] Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205090</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205090"/>
		<updated>2014-07-10T22:10:34Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Soft wheat|Soft Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Hard wheat|Hard Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Spelt|Spelt]] Seeds&lt;br /&gt;
* Barley Seeds&lt;br /&gt;
* Buckwheet Seeds&lt;br /&gt;
* Oat Seeds&lt;br /&gt;
* Alfalfa  Seeds&lt;br /&gt;
* Rye Seeds&lt;br /&gt;
* Sorghum Seeds&lt;br /&gt;
* Rice&lt;br /&gt;
* Maize&lt;br /&gt;
* Quinoa Seeds&lt;br /&gt;
* Kaniwa Seeds&lt;br /&gt;
* Bitter Vetch Seeds&lt;br /&gt;
* Pendant Amaranth Seeds&lt;br /&gt;
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds&lt;br /&gt;
* Purple Amaranth Seeds&lt;br /&gt;
* Red Spinach Seeds&lt;br /&gt;
* Elephant-head Amaranth Seeds&lt;br /&gt;
* Pearl Millet&lt;br /&gt;
* White Millet&lt;br /&gt;
* Finger Millet&lt;br /&gt;
* Foxtail Millet&lt;br /&gt;
* Fonio&lt;br /&gt;
* Teff&lt;br /&gt;
* Flax Seeds&lt;br /&gt;
* Jute Seeds&lt;br /&gt;
* Hemp Seeds&lt;br /&gt;
* Cotton Seeds&lt;br /&gt;
* Ramie Seeds&lt;br /&gt;
* Kenaf Seeds&lt;br /&gt;
* Papyrus Seeds&lt;br /&gt;
* Artichoke Seeds&lt;br /&gt;
* Asparagus Seeds&lt;br /&gt;
* Bambara Groundnuts&lt;br /&gt;
* String Beans&lt;br /&gt;
* Broad Beans&lt;br /&gt;
* Beet Seeds&lt;br /&gt;
* Bitter Melon Seeds&lt;br /&gt;
* Cabbage Seeds&lt;br /&gt;
* Caper Seeds&lt;br /&gt;
* Carrot Seeds&lt;br /&gt;
* Cassava Seeds&lt;br /&gt;
* Celery Seeds&lt;br /&gt;
* Chickpeas&lt;br /&gt;
* Chicory Seeds&lt;br /&gt;
* Cowpeas&lt;br /&gt;
* Cucumber Seeds&lt;br /&gt;
* Eggplant Seeds&lt;br /&gt;
* Garden Cress Seeds&lt;br /&gt;
* Garlic Seeds&lt;br /&gt;
* Horned Melon Seeds&lt;br /&gt;
* Leek Seeds&lt;br /&gt;
* Lentils&lt;br /&gt;
* Lettuce Seeds&lt;br /&gt;
* Mung Beans&lt;br /&gt;
* Muskmelon Seeds&lt;br /&gt;
* Onion Seeds&lt;br /&gt;
* Parsnip Seeds&lt;br /&gt;
* Peas&lt;br /&gt;
* Peanuts&lt;br /&gt;
* Pepper Seeds&lt;br /&gt;
* Potato Seeds&lt;br /&gt;
* Radish Seeds&lt;br /&gt;
* Red Beans&lt;br /&gt;
* Rhubarb Seeds&lt;br /&gt;
* Soybeans&lt;br /&gt;
* Spinach Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* Plump Helmet Spawn&lt;br /&gt;
* Pig Tail Seeds&lt;br /&gt;
* Cave Wheat Seeds&lt;br /&gt;
* Sweet Pod Seeds&lt;br /&gt;
* Rock Nuts&lt;br /&gt;
* [[DF2014:Prickle berry|Prickle Berry]] Seeds&lt;br /&gt;
* [[DF2014:Strawberry|Strawberry]] Seeds&lt;br /&gt;
* [[DF2014:Longland grass|Longland Grass]] Seeds&lt;br /&gt;
* [[DF2014:Rat weed|Rat Weed]] Seeds&lt;br /&gt;
* [[DF2014:Fisher berry|Fisher Berry]] Seeds&lt;br /&gt;
* [[DF2014:Rope reed|Rope Reed]] Seeds&lt;br /&gt;
* Dimple Cup Spawn&lt;br /&gt;
* [[DF2014:Blade weed|Blade Weed]] Seeds&lt;br /&gt;
* [[DF2014:Hide root|Hide Root]] Seeds&lt;br /&gt;
* [[DF2014:Sliver barb|Silver Barb]] Seeds&lt;br /&gt;
* [[DF2014:Sun berry|Sun Berry]] Seeds&lt;br /&gt;
* [[DF2014:Whip vine|Whip Vine]] Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205089</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205089"/>
		<updated>2014-07-10T22:08:21Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Soft wheat|Soft Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Hard wheat|Hard Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Spelt|Spelt]] Seeds&lt;br /&gt;
* Barley Seeds&lt;br /&gt;
* Buckwheet Seeds&lt;br /&gt;
* Oat Seeds&lt;br /&gt;
* Alfalfa  Seeds&lt;br /&gt;
* Rye Seeds&lt;br /&gt;
* Sorghum Seeds&lt;br /&gt;
* Rice&lt;br /&gt;
* Maize&lt;br /&gt;
* Quinoa Seeds&lt;br /&gt;
* Kaniwa Seeds&lt;br /&gt;
* Bitter Vetch Seeds&lt;br /&gt;
* Pendant Amaranth Seeds&lt;br /&gt;
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds&lt;br /&gt;
* Purple Amaranth Seeds&lt;br /&gt;
* Red Spinach Seeds&lt;br /&gt;
* Elephant-head Amaranth Seeds&lt;br /&gt;
* Pearl Millet&lt;br /&gt;
* White Millet&lt;br /&gt;
* Finger Millet&lt;br /&gt;
* Foxtail Millet&lt;br /&gt;
* Fonio&lt;br /&gt;
* Teff&lt;br /&gt;
* Flax Seeds&lt;br /&gt;
* Jute Seeds&lt;br /&gt;
* Hemp Seeds&lt;br /&gt;
* Cotton Seeds&lt;br /&gt;
* Ramie Seeds&lt;br /&gt;
* Kenaf Seeds&lt;br /&gt;
* Papyrus Seeds&lt;br /&gt;
* Artichoke Seeds&lt;br /&gt;
* Asparagus Seeds&lt;br /&gt;
* Bambara Groundnuts&lt;br /&gt;
* String Beans&lt;br /&gt;
* Broad Beans&lt;br /&gt;
* Beet Seeds&lt;br /&gt;
* Bitter Melon Seeds&lt;br /&gt;
* Cabbage Seeds&lt;br /&gt;
* Caper Seeds&lt;br /&gt;
* Carrot Seeds&lt;br /&gt;
* Cassava Seeds&lt;br /&gt;
* Celery Seeds&lt;br /&gt;
* Chickpeas&lt;br /&gt;
* Chicory Seeds&lt;br /&gt;
* Cowpeas&lt;br /&gt;
* Cucumber Seeds&lt;br /&gt;
* Eggplant Seeds&lt;br /&gt;
* Garden Cress Seeds&lt;br /&gt;
* Garlic Seeds&lt;br /&gt;
* Horned Melon Seeds&lt;br /&gt;
* Leek Seeds&lt;br /&gt;
* Lentils&lt;br /&gt;
* Lettuce Seeds&lt;br /&gt;
* Mung Beans&lt;br /&gt;
* Muskmelon Seeds&lt;br /&gt;
* Onion Seeds&lt;br /&gt;
* Parsnip Seeds&lt;br /&gt;
* Peas&lt;br /&gt;
* Peanuts&lt;br /&gt;
* Pepper Seeds&lt;br /&gt;
* Potato Seeds&lt;br /&gt;
* Radish Seeds&lt;br /&gt;
* Red Beans&lt;br /&gt;
* Rhubarb Seeds&lt;br /&gt;
* Soybeans&lt;br /&gt;
* Spinach Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* Plump Helmet Spawn&lt;br /&gt;
* Pig Tail Seeds&lt;br /&gt;
* Cave Wheat Seeds&lt;br /&gt;
* Sweet Pod Seeds&lt;br /&gt;
* Rock Nuts&lt;br /&gt;
* [[DF2014:Prickle berry|Prickle Berry]] Seeds&lt;br /&gt;
* Strawberry Seeds&lt;br /&gt;
* [[DF2014:Longland grass|Longland Grass]] Seeds&lt;br /&gt;
* [[DF2014:Rat weed|Rat Weed]] Seeds&lt;br /&gt;
* [[DF2014:Fisher berry|Fisher Berry]] Seeds&lt;br /&gt;
* [[DF2014:Rope reed|Rope Reed]] Seeds&lt;br /&gt;
* Dimple Cup Spawn&lt;br /&gt;
* [[DF2014:Blade weed|Blade Weed]] Seeds&lt;br /&gt;
* [[DF2014:Hide root|Hide Root]] Seeds&lt;br /&gt;
* [[DF2014:Sliver barb|Silver Barb]] Seeds&lt;br /&gt;
* [[DF2014:Sun berry|Sun Berry]] Seeds&lt;br /&gt;
* [[DF2014:Whip vine|Whip Vine]] Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205088</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205088"/>
		<updated>2014-07-10T22:05:47Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Soft wheat|Soft Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Hard wheat|Hard Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Spelt|Spelt]] Seeds&lt;br /&gt;
* Barley Seeds&lt;br /&gt;
* Buckwheet Seeds&lt;br /&gt;
* Oat Seeds&lt;br /&gt;
* Alfalfa  Seeds&lt;br /&gt;
* Rye Seeds&lt;br /&gt;
* Sorghum Seeds&lt;br /&gt;
* Rice&lt;br /&gt;
* Maize&lt;br /&gt;
* Quinoa Seeds&lt;br /&gt;
* Kaniwa Seeds&lt;br /&gt;
* Bitter Vetch Seeds&lt;br /&gt;
* Pendant Amaranth Seeds&lt;br /&gt;
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds&lt;br /&gt;
* Purple Amaranth Seeds&lt;br /&gt;
* Red Spinach Seeds&lt;br /&gt;
* Elephant-head Amaranth Seeds&lt;br /&gt;
* Pearl Millet&lt;br /&gt;
* White Millet&lt;br /&gt;
* Finger Millet&lt;br /&gt;
* Foxtail Millet&lt;br /&gt;
* Fonio&lt;br /&gt;
* Teff&lt;br /&gt;
* Flax Seeds&lt;br /&gt;
* Jute Seeds&lt;br /&gt;
* Hemp Seeds&lt;br /&gt;
* Cotton Seeds&lt;br /&gt;
* Ramie Seeds&lt;br /&gt;
* Kenaf Seeds&lt;br /&gt;
* Papyrus Seeds&lt;br /&gt;
* Artichoke Seeds&lt;br /&gt;
* Asparagus Seeds&lt;br /&gt;
* Bambara Groundnuts&lt;br /&gt;
* String Beans&lt;br /&gt;
* Broad Beans&lt;br /&gt;
* Beet Seeds&lt;br /&gt;
* Bitter Melon Seeds&lt;br /&gt;
* Cabbage Seeds&lt;br /&gt;
* Caper Seeds&lt;br /&gt;
* Carrot Seeds&lt;br /&gt;
* Cassava Seeds&lt;br /&gt;
* Celery Seeds&lt;br /&gt;
* Chickpeas&lt;br /&gt;
* Chicory Seeds&lt;br /&gt;
* Cowpeas&lt;br /&gt;
* Cucumber Seeds&lt;br /&gt;
* Eggplant Seeds&lt;br /&gt;
* Garden Cress Seeds&lt;br /&gt;
* Garlic Seeds&lt;br /&gt;
* Horned Melon Seeds&lt;br /&gt;
* Leek Seeds&lt;br /&gt;
* Lentils&lt;br /&gt;
* Lettuce Seeds&lt;br /&gt;
* Mung Beans&lt;br /&gt;
* Muskmelon Seeds&lt;br /&gt;
* Onion Seeds&lt;br /&gt;
* Parsnip Seeds&lt;br /&gt;
* Peas&lt;br /&gt;
* Peanuts&lt;br /&gt;
* Pepper Seeds&lt;br /&gt;
* Potato Seeds&lt;br /&gt;
* Radish Seeds&lt;br /&gt;
* Red Beans&lt;br /&gt;
* Rhubarb Seeds&lt;br /&gt;
* Soybeans&lt;br /&gt;
* Spinach Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* Plump Helmet Spawn&lt;br /&gt;
* Pig Tail Seeds&lt;br /&gt;
* Cave Wheat Seeds&lt;br /&gt;
* Sweet Pod Seeds&lt;br /&gt;
* Rock Nuts&lt;br /&gt;
* [[DF2014:Prickle berry|Prickle Berry]] Seeds&lt;br /&gt;
* Strawberry Seeds&lt;br /&gt;
* [[DF2014:Longland grass|Longland Grass]] Seeds&lt;br /&gt;
* [[DF2014:Rat weed|Rat Weed]] Seeds&lt;br /&gt;
* [[DF2014:Fisher berry|Fisher Berry]] Seeds&lt;br /&gt;
* [[DF2014:Rope reed|Rope Reed]] Seeds&lt;br /&gt;
* Dimple Cup Spawn&lt;br /&gt;
* [[DF2014:Blade weed|Blade Weed]] Seeds&lt;br /&gt;
* [[DF2014:Hide root|Hide Root]] Seeds&lt;br /&gt;
* [[DF2014:Sliver barb|Silver Barb]] Seeds&lt;br /&gt;
* [[DF2014:Sun berry|Sun Berry]] Seeds&lt;br /&gt;
* Whip Vine Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205087</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205087"/>
		<updated>2014-07-10T22:01:17Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Single-grain wheat|Single-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Two-grain wheat|Two-grain Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Soft wheat|Soft Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Hard wheat|Hard Wheat]] Seeds&lt;br /&gt;
* [[DF2014:Spelt|Spelt]] Seeds&lt;br /&gt;
* Barley Seeds&lt;br /&gt;
* Buckwheet Seeds&lt;br /&gt;
* Oat Seeds&lt;br /&gt;
* Alfalfa  Seeds&lt;br /&gt;
* Rye Seeds&lt;br /&gt;
* Sorghum Seeds&lt;br /&gt;
* Rice&lt;br /&gt;
* Maize&lt;br /&gt;
* Quinoa Seeds&lt;br /&gt;
* Kaniwa Seeds&lt;br /&gt;
* Bitter Vetch Seeds&lt;br /&gt;
* Pendant Amaranth Seeds&lt;br /&gt;
* [[DF2014:Blood amaranth|Blood Amaranth]] Seeds&lt;br /&gt;
* Purple Amaranth Seeds&lt;br /&gt;
* Red Spinach Seeds&lt;br /&gt;
* Elephant-head Amaranth Seeds&lt;br /&gt;
* Pearl Millet&lt;br /&gt;
* White Millet&lt;br /&gt;
* Finger Millet&lt;br /&gt;
* Foxtail Millet&lt;br /&gt;
* Fonio&lt;br /&gt;
* Teff&lt;br /&gt;
* Flax Seeds&lt;br /&gt;
* Jute Seeds&lt;br /&gt;
* Hemp Seeds&lt;br /&gt;
* Cotton Seeds&lt;br /&gt;
* Ramie Seeds&lt;br /&gt;
* Kenaf Seeds&lt;br /&gt;
* Papyrus Seeds&lt;br /&gt;
* Artichoke Seeds&lt;br /&gt;
* Asparagus Seeds&lt;br /&gt;
* Bambara Groundnuts&lt;br /&gt;
* String Beans&lt;br /&gt;
* Broad Beans&lt;br /&gt;
* Beet Seeds&lt;br /&gt;
* Bitter Melon Seeds&lt;br /&gt;
* Cabbage Seeds&lt;br /&gt;
* Caper Seeds&lt;br /&gt;
* Carrot Seeds&lt;br /&gt;
* Cassava Seeds&lt;br /&gt;
* Celery Seeds&lt;br /&gt;
* Chickpeas&lt;br /&gt;
* Chicory Seeds&lt;br /&gt;
* Cowpeas&lt;br /&gt;
* Cucumber Seeds&lt;br /&gt;
* Eggplant Seeds&lt;br /&gt;
* Garden Cress Seeds&lt;br /&gt;
* Garlic Seeds&lt;br /&gt;
* Horned Melon Seeds&lt;br /&gt;
* Leek Seeds&lt;br /&gt;
* Lentils&lt;br /&gt;
* Lettuce Seeds&lt;br /&gt;
* Mung Beans&lt;br /&gt;
* Muskmelon Seeds&lt;br /&gt;
* Onion Seeds&lt;br /&gt;
* Parsnip Seeds&lt;br /&gt;
* Peas&lt;br /&gt;
* Peanuts&lt;br /&gt;
* Pepper Seeds&lt;br /&gt;
* Potato Seeds&lt;br /&gt;
* Radish Seeds&lt;br /&gt;
* Red Beans&lt;br /&gt;
* Rhubarb Seeds&lt;br /&gt;
* Soybeans&lt;br /&gt;
* Spinach Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* Plump Helmet Spawn&lt;br /&gt;
* Pig Tail Seeds&lt;br /&gt;
* Cave Wheat Seeds&lt;br /&gt;
* Sweet Pod Seeds&lt;br /&gt;
* Rock Nuts&lt;br /&gt;
* [[DF2014:Prickle berry|Prickle Berry]] Seeds&lt;br /&gt;
* Strawberry Seeds&lt;br /&gt;
* [[DF2014:Longland grass|Longland Grass]] Seeds&lt;br /&gt;
* Rat Weed Seeds&lt;br /&gt;
* [[DF2014:Fisher berry|Fisher Berry]] Seeds&lt;br /&gt;
* Rope Reed Seeds&lt;br /&gt;
* Dimple Cup Spawn&lt;br /&gt;
* [[DF2014:Blade weed|Blade Weed]] Seeds&lt;br /&gt;
* [[DF2014:Hide root|Hide Root]] Seeds&lt;br /&gt;
* Silver Barb Seeds&lt;br /&gt;
* Sun Berry Seeds&lt;br /&gt;
* Whip Vine Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205077</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=205077"/>
		<updated>2014-07-10T21:44:25Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* [[Single-grain Wheat]] Seeds&lt;br /&gt;
* [[Two-grain Wheat]] Seeds&lt;br /&gt;
* Soft Wheat Seeds&lt;br /&gt;
* Hard Wheat Seeds&lt;br /&gt;
* Spelt Seeds&lt;br /&gt;
* Barley Seeds&lt;br /&gt;
* Buckwheet Seeds&lt;br /&gt;
* Oat Seeds&lt;br /&gt;
* Alfalfa  Seeds&lt;br /&gt;
* Rye Seeds&lt;br /&gt;
* Sorghum Seeds&lt;br /&gt;
* Rice&lt;br /&gt;
* Maize&lt;br /&gt;
* Quinoa Seeds&lt;br /&gt;
* Kaniwa Seeds&lt;br /&gt;
* Bitter Vetch Seeds&lt;br /&gt;
* Pendant Amaranth Seeds&lt;br /&gt;
* Blood Amaranth Seeds&lt;br /&gt;
* Purple Amaranth Seeds&lt;br /&gt;
* Red Spinach Seeds&lt;br /&gt;
* Elephant-head Amaranth Seeds&lt;br /&gt;
* Pearl Millet&lt;br /&gt;
* White Millet&lt;br /&gt;
* Finger Millet&lt;br /&gt;
* Foxtail Millet&lt;br /&gt;
* Fonio&lt;br /&gt;
* Teff&lt;br /&gt;
* Flax Seeds&lt;br /&gt;
* Jute Seeds&lt;br /&gt;
* Hemp Seeds&lt;br /&gt;
* Cotton Seeds&lt;br /&gt;
* Ramie Seeds&lt;br /&gt;
* Kenaf Seeds&lt;br /&gt;
* Papyrus Seeds&lt;br /&gt;
* Artichoke Seeds&lt;br /&gt;
* Asparagus Seeds&lt;br /&gt;
* Bambara Groundnuts&lt;br /&gt;
* String Beans&lt;br /&gt;
* Broad Beans&lt;br /&gt;
* Beet Seeds&lt;br /&gt;
* Bitter Melon Seeds&lt;br /&gt;
* Cabbage Seeds&lt;br /&gt;
* Caper Seeds&lt;br /&gt;
* Carrot Seeds&lt;br /&gt;
* Cassava Seeds&lt;br /&gt;
* Celery Seeds&lt;br /&gt;
* Chickpeas&lt;br /&gt;
* Chicory Seeds&lt;br /&gt;
* Cowpeas&lt;br /&gt;
* Cucumber Seeds&lt;br /&gt;
* Eggplant Seeds&lt;br /&gt;
* Garden Cress Seeds&lt;br /&gt;
* Garlic Seeds&lt;br /&gt;
* Horned Melon Seeds&lt;br /&gt;
* Leek Seeds&lt;br /&gt;
* Lentils&lt;br /&gt;
* Lettuce Seeds&lt;br /&gt;
* Mung Beans&lt;br /&gt;
* Muskmelon Seeds&lt;br /&gt;
* Onion Seeds&lt;br /&gt;
* Parsnip Seeds&lt;br /&gt;
* Peas&lt;br /&gt;
* Peanuts&lt;br /&gt;
* Pepper Seeds&lt;br /&gt;
* Potato Seeds&lt;br /&gt;
* Radish Seeds&lt;br /&gt;
* Red Beans&lt;br /&gt;
* Rhubarb Seeds&lt;br /&gt;
* Soybeans&lt;br /&gt;
* Spinach Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* Plump Helmet Spawn&lt;br /&gt;
* Pig Tail Seeds&lt;br /&gt;
* Cave Wheat Seeds&lt;br /&gt;
* Sweet Pod Seeds&lt;br /&gt;
* Rock Nuts&lt;br /&gt;
* Prickle Berry Seeds&lt;br /&gt;
* Strawberry Seeds&lt;br /&gt;
* Longland Grass Seeds&lt;br /&gt;
* Rat Weed Seeds&lt;br /&gt;
* Fisher Berry Seeds&lt;br /&gt;
* Rope Reed Seeds&lt;br /&gt;
* Dimple Cup Spawn&lt;br /&gt;
* Blade Weed Seeds&lt;br /&gt;
* Hide Root Seeds&lt;br /&gt;
* Silver Barb Seeds&lt;br /&gt;
* Sun Berry Seeds&lt;br /&gt;
* Whip Vine Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_plants&amp;diff=205071</id>
		<title>Template:DF2014 plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_plants&amp;diff=205071"/>
		<updated>2014-07-10T20:29:31Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Crop]]s and Herbs • [[Tree]]s • [[Grass]]es&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;lt;hr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Surface_crops|Surface}}&lt;br /&gt;
| [[Blade weed]] • [[Bloated tuber]] • [[Fisher berry]] • [[Hide root]] • [[Kobold bulb]] • [[Longland grass]] • [[Muck root]] • [[Prickle berry]] • [[Rat weed]] • [[Rope reed]] • [[Sliver barb]] • [[Sun berry]] • [[Valley herb]] • [[Whip vine]] • [[Wild strawberry]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | DF2014 Surface Crop Plants&lt;br /&gt;
|[[Single-grain wheat]] • [[Two-grain wheat]] • [[Soft wheat]]  • [[Hard wheat]] • [[Spelt]] • [[Barley]] • [[Buckwheat]] • [[Oats]] • [[Alfalfa]] • [[Rye]] • [[Sorghum]] • [[Rye]] • [[Rice]] • [[Maize]] • [[Quinoa]]  • [[Kaniwa]] • [[Bitter Vetch]] • [[Rye]] • [[Blood amaranth]] • [[Purple amaranth]] • [[Red Spinach]] • [[Elephant-head amaranth]] • [[Pearl millet]] • [[White millet]] • [[Foxtail millet]] • [[Fonio]] • [[Teff]] • [[Flax]] • [[Jute]] • [[Hemp]] • [[Cotton]] • [[Ramie]] • [[Kenaf]] • [[Papyrus Sedge]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Subterranean_crops|Subterranean}}&lt;br /&gt;
| [[Cave wheat]] • [[Dimple cup]] • [[Pig tail]] • [[Plump helmet]] • [[Quarry bush]] • [[Sweet pod]] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;lt;hr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Surface_trees|Surface}}&lt;br /&gt;
| [[Acacia]] • [[Alder]] • [[Ash (tree)|Ash]] • [[Birch]] • [[Cacao tree]] • [[Candlenut]] • [[Cedar]] • [[Chestnut]] • [[Feather tree]] • [[Glumprong]] • [[Highwood]] • [[Kapok]] • [[Larch]] • [[Mahogany]] • [[Mango tree]] • [[Mangrove]] • [[Maple]] • [[Oak]] • [[Palm]] • [[Pine]] • [[Rubber tree]] • [[Saguaro]] • [[Willow]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Subterranean_trees|Subterranean}}&lt;br /&gt;
| [[Black-cap]] • [[Blood thorn]] • [[Fungiwood]] • [[Goblin-cap]] • [[Nether-cap]] • [[Spore tree]] • [[Tower-cap]] • [[Tunnel tube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;lt;hr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Surface&lt;br /&gt;
| [[Meadow-grass]] • [[Hair grass]] • [[Bentgrass]] • [[Ryegrass]] • [[Fescue grass]] • [[Reedgrass]] • [[Knotgrass]] • [[Zoysia]] • [[Dog's tooth grass]] • [[Dallisgrass]] • [[Carpetgrass]] • [[Satintail]] • [[Grama]] • [[Dropseed grass]] • [[Needle grass]] • [[Baby toes succulent]] • [[Pebble plant]] • [[Blue sedge]] • [[Field sedge]] • [[Purple moor grass]] • [[Velvet grass]] • [[Meadowsweet]] • [[Rush]] • [[Marsh thistle]] • [[Common reed]] • [[Cattail]] • [[Sawgrass]] • [[Cottongrass]] • [[White mountain heather]] • [[Mountain avens]] • [[Cloudberry]] • [[Wormy tendril]] • [[Staring eyeball]] • [[Bubble bulb]] • [[Downy grass]] • [[Arrow bamboo]] • [[Golden bamboo]] • [[Hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Subterranean&lt;br /&gt;
| [[Cave moss]] • [[Floor fungus]]&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;includeonly&amp;gt;{{Category|Plants}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=204892</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=204892"/>
		<updated>2014-07-09T17:59:41Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Added a list of seeds from stockpile settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:28, 29 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How_do_I_manage_my_seeds_and_crops|this page.]]''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]] to grow [[crop]]s. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require 10 different bags.&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] will not produce seeds.&lt;br /&gt;
&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
The following seeds of 155 plants can be stockpiled:&lt;br /&gt;
&lt;br /&gt;
* Single-grain Wheat Seeds&lt;br /&gt;
* Two-grain Wheat Seeds&lt;br /&gt;
* Soft Wheat Seeds&lt;br /&gt;
* Hard Wheat Seeds&lt;br /&gt;
* Spelt Seeds&lt;br /&gt;
* Barley Seeds&lt;br /&gt;
* Buckwheet Seeds&lt;br /&gt;
* Oat Seeds&lt;br /&gt;
* Alfalfa  Seeds&lt;br /&gt;
* Rye Seeds&lt;br /&gt;
* Sorghum Seeds&lt;br /&gt;
* Rice&lt;br /&gt;
* Maize&lt;br /&gt;
* Quinoa Seeds&lt;br /&gt;
* Kaniwa Seeds&lt;br /&gt;
* Bitter Vetch Seeds&lt;br /&gt;
* Pendant Amaranth Seeds&lt;br /&gt;
* Blood Amaranth Seeds&lt;br /&gt;
* Purple Amaranth Seeds&lt;br /&gt;
* Red Spinach Seeds&lt;br /&gt;
* Elephant-head Amaranth Seeds&lt;br /&gt;
* Pearl Millet&lt;br /&gt;
* White Millet&lt;br /&gt;
* Finger Millet&lt;br /&gt;
* Foxtail Millet&lt;br /&gt;
* Fonio&lt;br /&gt;
* Teff&lt;br /&gt;
* Flax Seeds&lt;br /&gt;
* Jute Seeds&lt;br /&gt;
* Hemp Seeds&lt;br /&gt;
* Cotton Seeds&lt;br /&gt;
* Ramie Seeds&lt;br /&gt;
* Kenaf Seeds&lt;br /&gt;
* Papyrus Seeds&lt;br /&gt;
* Artichoke Seeds&lt;br /&gt;
* Asparagus Seeds&lt;br /&gt;
* Bambara Groundnuts&lt;br /&gt;
* String Beans&lt;br /&gt;
* Broad Beans&lt;br /&gt;
* Beet Seeds&lt;br /&gt;
* Bitter Melon Seeds&lt;br /&gt;
* Cabbage Seeds&lt;br /&gt;
* Caper Seeds&lt;br /&gt;
* Carrot Seeds&lt;br /&gt;
* Cassava Seeds&lt;br /&gt;
* Celery Seeds&lt;br /&gt;
* Chickpeas&lt;br /&gt;
* Chicory Seeds&lt;br /&gt;
* Cowpeas&lt;br /&gt;
* Cucumber Seeds&lt;br /&gt;
* Eggplant Seeds&lt;br /&gt;
* Garden Cress Seeds&lt;br /&gt;
* Garlic Seeds&lt;br /&gt;
* Horned Melon Seeds&lt;br /&gt;
* Leek Seeds&lt;br /&gt;
* Lentils&lt;br /&gt;
* Lettuce Seeds&lt;br /&gt;
* Mung Beans&lt;br /&gt;
* Muskmelon Seeds&lt;br /&gt;
* Onion Seeds&lt;br /&gt;
* Parsnip Seeds&lt;br /&gt;
* Peas&lt;br /&gt;
* Peanuts&lt;br /&gt;
* Pepper Seeds&lt;br /&gt;
* Potato Seeds&lt;br /&gt;
* Radish Seeds&lt;br /&gt;
* Red Beans&lt;br /&gt;
* Rhubarb Seeds&lt;br /&gt;
* Soybeans&lt;br /&gt;
* Spinach Seeds&lt;br /&gt;
* Squash Seeds&lt;br /&gt;
* Sweet Potato Seeds&lt;br /&gt;
* Taro Seeds&lt;br /&gt;
* Tomato Seeds&lt;br /&gt;
* Tomatillo Seeds&lt;br /&gt;
* Turnip Seeds&lt;br /&gt;
* Urad Beans&lt;br /&gt;
* Watermelon Seeds&lt;br /&gt;
* Winter Melon Seeds&lt;br /&gt;
* Lesser Yam Seeds&lt;br /&gt;
* Long Yam Seeds&lt;br /&gt;
* Purple Yam Seeds&lt;br /&gt;
* White Yam Seeds&lt;br /&gt;
* Passion Fruit Seeds&lt;br /&gt;
* Grape Seeds&lt;br /&gt;
* Cranberry Seeds&lt;br /&gt;
* Bilberry Seeds&lt;br /&gt;
* Blueberry Seeds&lt;br /&gt;
* Blackberry Seeds&lt;br /&gt;
* Raspberry Seeds&lt;br /&gt;
* Pineapple Seeds&lt;br /&gt;
* Abaca Seeds&lt;br /&gt;
* Banana Seeds&lt;br /&gt;
* Carambola Seeds&lt;br /&gt;
* Cashews&lt;br /&gt;
* Coffee Beans&lt;br /&gt;
* Durian Seeds&lt;br /&gt;
* Guava Seeds&lt;br /&gt;
* Papaya Seeds&lt;br /&gt;
* Paradise Nuts&lt;br /&gt;
* Rambutan Seeds&lt;br /&gt;
* Tea Seeds&lt;br /&gt;
* Avocado Pits&lt;br /&gt;
* Lime Seeds&lt;br /&gt;
* Pomelo Seeds&lt;br /&gt;
* Citron Seeds&lt;br /&gt;
* Orange Seeds&lt;br /&gt;
* Bitter Orange Seeds&lt;br /&gt;
* Finger Lime Seeds&lt;br /&gt;
* Round Lime Seeds&lt;br /&gt;
* Desert Lime Seeds&lt;br /&gt;
* Kumquat Seeds&lt;br /&gt;
* Custard-apple Seeds&lt;br /&gt;
* Date Palm Seeds&lt;br /&gt;
* Lychee Seeds&lt;br /&gt;
* Macadamia Nuts&lt;br /&gt;
* Olive Pits&lt;br /&gt;
* Pomegranade Seeds&lt;br /&gt;
* Almonds&lt;br /&gt;
* Apple Seeds&lt;br /&gt;
* Apricot Pits&lt;br /&gt;
* Bayberry Seeds&lt;br /&gt;
* Cherry Pits&lt;br /&gt;
* Ginkgo Seeds&lt;br /&gt;
* Hazel Nuts&lt;br /&gt;
* Peach Pits&lt;br /&gt;
* Pear Seeds&lt;br /&gt;
* Pecans&lt;br /&gt;
* Persimmon Seeds&lt;br /&gt;
* Plum Pits&lt;br /&gt;
* Sand Pear Seeds&lt;br /&gt;
* Walnuts&lt;br /&gt;
* Plump Helmet Spawn&lt;br /&gt;
* Pig Tail Seeds&lt;br /&gt;
* Cave Wheat Seeds&lt;br /&gt;
* Sweet Pod Seeds&lt;br /&gt;
* Rock Nuts&lt;br /&gt;
* Prickle Berry Seeds&lt;br /&gt;
* Strawberry Seeds&lt;br /&gt;
* Longland Grass Seeds&lt;br /&gt;
* Rat Weed Seeds&lt;br /&gt;
* Fisher Berry Seeds&lt;br /&gt;
* Rope Reed Seeds&lt;br /&gt;
* Dimple Cup Spawn&lt;br /&gt;
* Blade Weed Seeds&lt;br /&gt;
* Hide Root Seeds&lt;br /&gt;
* Silver Barb Seeds&lt;br /&gt;
* Sun Berry Seeds&lt;br /&gt;
* Whip Vine Seeds&lt;br /&gt;
* Acorns&lt;br /&gt;
* Acacia Seeds&lt;br /&gt;
* Chestnuts&lt;br /&gt;
* Candlenuts&lt;br /&gt;
* Mango Pits&lt;br /&gt;
* Cacao Beans&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by brewing (at a [[still]]), milling (at a [[millstone]] or [[quern]]), processing (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked).  Below is a table showing the various seed production methods for all seed-producing plants.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with thousands of seeds, there is a cap of 200 seeds per type of plant. Seed producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that type. You can exceed the 200 seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below 200.&lt;br /&gt;
&lt;br /&gt;
For information on where to grow and/or collect plants, consult the page on [[crops]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Seed Production Methods&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plant Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Brewing&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eating Raw&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Milling&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Process Plants&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven ale&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dwarven rum&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Barrel&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Oil&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Bag&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Prickle berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Strawberry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Longland beer&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sewer brew&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Fisher berry wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Cloth&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|River spirits&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Drink/Dye&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Gutter cruor&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Food/Drink&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|Whip wine&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant Seeds: Needs %seedname%&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely this: the haulers see a seed somewhere and take the whole seed bag from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links.  Set the secondary (smaller) pile to take from anywhere and {{k|g}}ive to the main stockpile. Now, when a seed showes up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commmands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=192668</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=192668"/>
		<updated>2013-09-15T01:47:35Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: /* Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:44, 5 May 2013 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''kitchen''' is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook prepared meals and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to each ingredient, which drastically increases the [[food]]'s value (up to 100x). Cooked meals count as each of their ingredients for the purpose of satisfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish]], and [[plants]] will deter [[rot]], but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Lavish meals result in larger stacks of higher-value food. They take a bit longer to produce and result in less experience gained for your cook per ingredient. With a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Easy meals will give more experience per ingredient and result in twice as much hauling ''after'' cooking.&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get canceled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress will be canceled if you disallow one of the cook's chosen ingredients. &lt;br /&gt;
&lt;br /&gt;
Cooking with alcohol usually results in large stacks of prepared meals because alcohol typically has large stack sizes. It is assumed that since all dwarves have a [[preference]] for at least one type of alcohol, cooking with alcohol improves the chance of happy [[thought]]s from eating. Of course you need to ensure that you have enough alcohol left for your dwarves to drink; cooked alcohol does not count as drink.&lt;br /&gt;
&lt;br /&gt;
One (not really safe) method to include a limited amount of alcohol in your meals is to create a small (one or two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to &amp;quot;take&amp;quot; from your larger drink stockpile.&lt;br /&gt;
&lt;br /&gt;
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less &amp;quot;feeder&amp;quot; [[stockpile]]s, each of which allows a different type of (cookable) food, all set to &amp;quot;give&amp;quot; to your kitchen.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a barrel (~size 35{{verify}}) or [[pot]] (~size 42 to 60{{verify}}). If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You can also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back.&lt;br /&gt;
&lt;br /&gt;
Be aware that food that is not properly stored in a stockpile rots quite fast.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
Prepared meals are excellent for [[trade]] since they are high-value, renewable/sustainable, easily transported, and easily sub-divided. A high-quality prepared meal stack can surpass all but [[artifact]], [[adamantine]], and heavily [[decoration|decorated]] items in total value.&lt;br /&gt;
&lt;br /&gt;
The quality designation of a meal means only the quality of meal preparation. Quality of components mincing is hidden. So lower quality meal can be more valuable, then higher quality meal, cooked from the same ingredients.&lt;br /&gt;
&lt;br /&gt;
Even a novice cook will greatly increase the value of raw ingredients. For example, cooking 10 plump helmets (total value 40) in a &amp;quot;Lavish Meal&amp;quot; will produce a stack of plump helmet roast with minimum value of 260. A modest cooking skill can easily double that value, while a legendary cook is theoretically capable of producing a total value of 3120, a 78x increase over the raw ingredients. &lt;br /&gt;
&lt;br /&gt;
Because of the way meal value is calculated, cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals. As an example, cooking three single unit stacks of [[whip vine]] [[flour]] with a stack of 7 plump helmets yields a theoretical maximum value of 10,680 from a raw ingredient value of 103. &lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=192610</id>
		<title>v0.34:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=192610"/>
		<updated>2013-09-12T08:35:04Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: 5 ticks old baby (0 day) is counted as born with his long beard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:51, 11 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Most creatures, including [[Dwarves]], start out as infants, then after a certain number of years become children, and then finally become adults. For [[Dwarves]], childhood starts after reaching one year of age, and continues until they are twelve years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your [[fortress]] might be any age from two to twelve. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the [[d_init.txt]] file. Dwarves even can have miscarriages (if they become Dehydrated, Starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
Much of [[goblin]] society is centered around [[snatcher|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be. The birth will interrupt the mother's current action (even sleep). The game will pause and announce the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will immediately resume whatever task she was doing before the child was born.&lt;br /&gt;
&lt;br /&gt;
Dwarven mothers can also give birth to twins or triplets. Babies are looked after by their mother, who will continue working while carrying the babies.&lt;br /&gt;
&lt;br /&gt;
Babies usually share a tile with their mother. If the mother is [[sleep]]ing, hospitalized, or imprisoned, however, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insane|raving mad]] adult, wandering freely over the map without any sense of self-preservation. It will be fed and watered as requested (as long as a dwarf is available, rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The gender of a baby is determined upon birth. [[Cheating#Savescumming|Reloading a save]] might get a baby of the other gender.&lt;br /&gt;
&lt;br /&gt;
After giving birth it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
&lt;br /&gt;
Male dwarven baby may be born complete with long [[beard]] and very long moustache.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In [[fortress mode]], children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* Socializing, like starting [[party|parties]].&lt;br /&gt;
* Removing [[construction]]s (such as [[wall]]s, [[floor]]s, [[ramp]]s).&lt;br /&gt;
* Eating, drinking, and sleeping as necessary.&lt;br /&gt;
* [[Farming|Harvesting]] [[crops]], if the 'All dwarves harvest' order is on. This will also increase their [[grower]] skill. Naturally, almost all children will grow up with at least proficient in growing. They will also store the harvested food in a stockpile, fetching a barrel if needed.&lt;br /&gt;
* When they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* Children can enter [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth. The game will create an announcement when children reach adulthood and can be assigned any labor. This announcement will not pause and/or center the screen.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
In the eighth DFTalk, it was mentioned that as an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Migrant children with any novice or better skills may have those skills enabled upon arrival at your fortress. This is relatively rare, and will most often lead to migrant children [[farming|planting seeds]], but if they previously completed an [[artifact]] they might start accepting craft jobs. Any such skills cannot be disabled until the child becomes an adult, though unwanted tasks can be limited with [[DF2012:Manager#Setting_workshop_profiles|profiles]] and [[burrow]]s.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=192576</id>
		<title>v0.34:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=192576"/>
		<updated>2013-09-11T06:28:14Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: /* Babies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:06, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
Most creatures, including [[Dwarves]], start out as infants, then after a certain number of years become children, and then finally become adults. For [[Dwarves]], childhood starts after reaching one year of age, and continues until they are twelve years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your [[fortress]] might be any age from two to twelve. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the [[d_init.txt]] file. Dwarves even can have miscarriages (if they become Dehydrated, Starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
Much of [[goblin]] society is centered around [[snatcher|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be. The birth will interrupt the mother's current action (even sleep). The game will pause and announce the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will immediately resume whatever task she was doing before the child was born.&lt;br /&gt;
&lt;br /&gt;
Dwarven mothers can also give birth to twins or triplets. Babies are looked after by their mother, who will continue working while carrying the babies.&lt;br /&gt;
&lt;br /&gt;
Babies usually share a tile with their mother. If the mother is [[sleep]]ing, hospitalized, or imprisoned, however, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insane|raving mad]] adult, wandering freely over the map without any sense of self-preservation. It will be fed and watered as requested (as long as a dwarf is available, rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The gender of a baby is determined upon birth. [[Cheating#Savescumming|Reloading a save]] might get a baby of the other gender.&lt;br /&gt;
&lt;br /&gt;
After giving birth it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
&lt;br /&gt;
Male dwarven baby may be born completely with long [[beard]] and very long moustache.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In [[fortress mode]], children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* Socializing, like starting [[party|parties]].&lt;br /&gt;
* Removing [[construction]]s (such as [[wall]]s, [[floor]]s, [[ramp]]s).&lt;br /&gt;
* Eating, drinking, and sleeping as necessary.&lt;br /&gt;
* [[Farming|Harvesting]] [[crops]], if the 'All dwarves harvest' order is on. This will also increase their [[grower]] skill. Naturally, almost all children will grow up with at least proficient in growing. They will also store the harvested food in a stockpile, fetching a barrel if needed.&lt;br /&gt;
* When they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* Children can enter [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth. The game will create an announcement when children reach adulthood and can be assigned any labor. This announcement will not pause and/or center the screen.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
In the eighth DFTalk, it was mentioned that as an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Migrant children with any novice or better skills may have those skills enabled upon arrival at your fortress. This is relatively rare, and will most often lead to migrant children [[farming|planting seeds]], but if they previously completed an [[artifact]] they might start accepting craft jobs. Any such skills cannot be disabled until the child becomes an adult, though unwanted tasks can be limited with [[DF2012:Manager#Setting_workshop_profiles|profiles]] and [[burrow]]s.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Sparrow&amp;diff=192370</id>
		<title>v0.34:Sparrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Sparrow&amp;diff=192370"/>
		<updated>2013-09-09T08:00:13Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: weight/value of caged&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:08, 6 March 2013 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Weight: &amp;lt;1Γ. Basic value: 15☼.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=182907</id>
		<title>v0.34:Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=182907"/>
		<updated>2013-03-27T14:35:46Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: the dwarf may not return&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]]. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry the equivalent of a single [[stockpile]] tile, be it a single [[stone]], a bin or barrel (with its contents included), or stray items. This is equivalent to one fifth of a [[minecart]]'s capacity.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of either wood or metal:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; background:#F9F9F9; border:1px #AAA solid&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #F9F9F9&amp;quot;&lt;br /&gt;
! Material !! Worker !! Workshop&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Wood]] (1 log) || [[Carpenter]] || [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Metal]] (2 bars) || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
Each [[stockpile]] may have up to 3 wheelbarrows assigned for [[hauling]] items to that stockpile, with stone stockpiles having 1 wheelbarrow automatically assigned upon designation. This setting can be changed from the Set Building Tasks/Prefs ({{k|q}}) menu with the {{k|w}} hotkey. Wheelbarrows will be stored in their assigned stockpile when not in use, potentially sharing a tile with a stockpiled item.&lt;br /&gt;
&lt;br /&gt;
Dwarves carrying items in wheelbarrows ignore the weight of the contents, moving always at their top speed. This makes them particularly useful for hauling heavy items like stone, which slow haulers a lot. There's little benefit to carrying light items in a wheelbarrow, as dwarves won't load multiple items in it.  They will, however, load a single bin ''full of items'' in a wheelbarrow.&lt;br /&gt;
&lt;br /&gt;
Although wheelbarrows carry less stuff than [[minecart]]s, they do not require a track to be preconstructed, and they can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
If wheelbarrows are assigned to a stockpile, dwarves will use them exclusively and cease hauling items to it with their bare hands, meaning that the number of assigned wheelbarrows is also the maximum number of active hauling jobs for said stockpile. This limit can be circumvented by splitting large stockpiles into several smaller designations (although this can make assigning &amp;quot;give&amp;quot; and &amp;quot;take&amp;quot; options much more tedious). &lt;br /&gt;
&lt;br /&gt;
A particular stockpile's wheelbarrows are only used to carry items ''to'' that stockpile; they will not be used to carry items ''from'' it.  &lt;br /&gt;
&lt;br /&gt;
Once a stockpile has an assigned wheelbarrow and a bin/barrel, storing an item in this bin/barrel will be split into two separate jobs: hauling the container by hand to the location of the item to be collected, and picking the wheelbarrow and using it to collect the errant container. Since this doubles the number of trips, it is generally inadvisable to enable wheelbarrows and containers in the same stockpile. As a workaround, a &amp;quot;feeder&amp;quot; stockpile with wheelbarrows enabled can be designated to &amp;quot;give to&amp;quot; an adjacent &amp;quot;storage&amp;quot; stockpile with containers enabled.&lt;br /&gt;
&lt;br /&gt;
If all of a stockpiles tiles are occupied by wheelbarrows, it will stop requesting new items even though the tiles under the wheelbarrows have no stockpiled item.  Consequently, stockpiles with 1, 2 or 3 wheelbarrows need at least 2, 3 or 4 tiles to work correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Wheelbarrow]]&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=179370</id>
		<title>v0.34:Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=179370"/>
		<updated>2012-12-12T16:35:42Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]]. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry the equivalent of a single [[stockpile]] tile, be it a single [[stone]], a bin or barrel (with its contents included), or stray items. This is equivalent to one fifth of a [[minecart]]'s capacity.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of either wood or metal:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; background:#F9F9F9; border:1px #AAA solid&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #F9F9F9&amp;quot;&lt;br /&gt;
! Material !! Worker !! Workshop&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Wood]] (1 log) || [[Carpenter]] || [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Metal]] (2 bars) || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
Each [[stockpile]] may have up to 3 wheelbarrows assigned for [[hauling]] items to that stockpile, with stone stockpiles having 1 wheelbarrow automatically assigned upon designation. This setting can be changed from the Set Building Tasks/Prefs ({{k|q}}) menu with the {{k|w}} hotkey. Wheelbarrows will be stored in their assigned stockpile when not in use, potentially sharing a tile with a stockpiled item.&lt;br /&gt;
&lt;br /&gt;
Dwarves carrying items in wheelbarrows ignore the weight of the contents, moving always at their top speed. This makes them particularly useful for hauling heavy items like stone, which slow haulers a lot. There's little benefit to carrying light items in a wheelbarrow, as dwarves won't load multiple items in it.  They will, however, load a single bin ''full of items'' in a wheelbarrow.&lt;br /&gt;
&lt;br /&gt;
Although wheelbarrows carry less stuff than [[minecart]]s, they do not require a track to be preconstructed, and they can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
If wheelbarrows are assigned to a stockpile, dwarves will use them exclusively and cease hauling items to it with their bare hands, meaning that the number of assigned wheelbarrows is also the maximum number of active hauling jobs for said stockpile. This limit can be circumvented by splitting large stockpiles into several smaller designations (although this can make assigning &amp;quot;give&amp;quot; and &amp;quot;take&amp;quot; options much more tedious). &lt;br /&gt;
&lt;br /&gt;
A particular stockpile's wheelbarrows are only used to carry items ''to'' that stockpile; they will not be used to carry items ''from'' it.  &lt;br /&gt;
&lt;br /&gt;
Once a stockpile has an assigned wheelbarrow and a bin/barrel, storing an item in this bin/barrel will be split into two separate jobs of collecting the item into hand-held container and returning the container by the wheelbarrow.&lt;br /&gt;
&lt;br /&gt;
If all of a stockpiles tiles are occupied by wheelbarrows, it will stop requesting new items even though the tiles under the wheelbarrows have no stockpiled item.  Consequently, stockpiles with 1, 2 or 3 wheelbarrows need at least 2, 3 or 4 tiles to work correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Wheelbarrow]]&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179290</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179290"/>
		<updated>2012-12-09T10:11:19Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook [[food|prepared meals]] and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to each ingredient, which drastically increases the food's value (up to 100x). Cooked meals count as each of their ingredients for the purpose of satisfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish]], and [[plants]] will deter [[rot]], but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of higher-value food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get canceled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress may be canceled if you disallow one of the cook's chosen ingredients. &lt;br /&gt;
&lt;br /&gt;
Cooking with alcohol is recommended (assuming you have enough left for your dwarves to drink) because alcohol typically has large stack sizes (resulting in larger stacks of prepared meals), and because there are fewer types of alcohol (compared to other foods) and all dwarves have a [[preference]] for one type of alcohol (resulting in a better chance of happy [[thought]]s while eating). One method to include a limited amount of alcohol in your meals is to create a small (one or two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to &amp;quot;take&amp;quot; from your larger drink stockpile.&lt;br /&gt;
&lt;br /&gt;
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less &amp;quot;feeder&amp;quot; [[stockpile]]s, each of which allows a different type of (cookable) food, all set to &amp;quot;give&amp;quot; to your kitchen.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You may also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
Prepared meals are excellent for [[trade]] since they are high-value, renewable/sustainable, easily transported, and easily sub-divided. A high-quality prepared meal stack can surpass all but [[artifact]], [[adamantine]], and heavily [[decoration|decorated]] items in total value.&lt;br /&gt;
&lt;br /&gt;
Even a novice cook will greatly increase the value of raw ingredients. For example, cooking 10 plump helmets (total value 40) in a &amp;quot;Lavish Meal&amp;quot; will produce a stack of plump helmet roast with minimum value of 260. A modest cooking skill can easily double that value, while a legendary cook is theoretically capable of producing a total value of 3120, a 78x increase over the raw ingredients. &lt;br /&gt;
&lt;br /&gt;
Because of the way meal value is calculated, cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals. As an example, cooking three single unit stacks of [[whip vine]] [[flour]] with a stack of 7 plump helmets yields a theoretical maximum value of 10,680 from a raw ingredient value of 103. &lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179288</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179288"/>
		<updated>2012-12-09T06:07:34Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Unlike a decoration, ingredients base value is 1☼.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook [[food|prepared meals]] and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to each ingredient, which drastically increases the food's value (up to 100x). Cooked meals count as each of their ingredients for the purpose of satisfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking volatile foods such as [[meat]], [[fish]], and [[plants]] will deter [[rot]], but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of higher-value food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get canceled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress may be canceled if you disallow one of the cook's chosen ingredients. &lt;br /&gt;
&lt;br /&gt;
Cooking with alcohol is recommended (assuming you have enough left for your dwarves to drink) because alcohol typically has large stack sizes (resulting in larger stacks of prepared meals), and because there are fewer types of alcohol (compared to other foods) and all dwarves have a [[preference]] for one type of alcohol (resulting in a better chance of happy [[thought]]s while eating). One method to include a limited amount of alcohol in your meals is to create a small (one or two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to &amp;quot;take&amp;quot; from your larger drink stockpile.&lt;br /&gt;
&lt;br /&gt;
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less &amp;quot;feeder&amp;quot; [[stockpile]]s, each of which allows a different type of (cookable) food, all set to &amp;quot;give&amp;quot; to your kitchen.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You may also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
Prepared meals are excellent for [[trade]] since they are high-value, renewable/sustainable, easily transported, and easily sub-divided. A high-quality prepared meal stack can surpass all but [[artifact]], [[adamantine]], and heavily [[decoration|decorated]] items in total value.&lt;br /&gt;
&lt;br /&gt;
Even a novice cook will greatly increase the value of raw ingredients. For example, cooking 10 plump helmets (total value 40) in a &amp;quot;Lavish Meal&amp;quot; will produce a stack of plump helmet roast with minimum value of 260. A modest cooking skill can easily double that value, while a legendary cook is theoretically capable of producing a total value of 3120, a 78x increase over the raw ingredients. &lt;br /&gt;
&lt;br /&gt;
Because of the way meal value is calculated, cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals. As an example, cooking three single unit stacks of [[whip vine]] [[flour]] with a stack of 7 plump helmets yields a theoretical maximum value of 10,680 from a raw ingredient value of 103. &lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Kitchen&amp;diff=179265</id>
		<title>v0.34 Talk:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Kitchen&amp;diff=179265"/>
		<updated>2012-12-08T19:18:44Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: good enough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Examples==&lt;br /&gt;
Regarding this edit comment:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;top of the page is no place for examples, move it elsewhere&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The top of the page has had an (incorrect) example since it was imported/created in February. I find it quite irritating that you only decided to remove it less than a day after I spent my time correcting it with current values. I have moved the offending examples to a separate section (which I was in the process of doing before your most recent revert), so hopefully that satisfies your complaint. If not, I believe we will require a third opinion on the content of this page. --[[User:Loci|Loci]] 18:42, 8 December 2012 (UTC)&lt;br /&gt;
:The article is still overloaded with some not very useful recommendations, but at least is not so uninformative from the beginning now. --[[User:Emanresu|Emanresu]] 19:18, 8 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179255</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179255"/>
		<updated>2012-12-08T18:28:33Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: other new content was ok though, sorry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook [[food|prepared meals]] and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooked meals [[rot]] more slowly when placed in a stockpile, but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
Meal value is a sum of values of its cooked (&amp;quot;minced&amp;quot;) igredients added to preparation quality modified base value of 10.&lt;br /&gt;
So even a novice cook can greatly increase the value of raw ingredients.&lt;br /&gt;
&lt;br /&gt;
Cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals.&lt;br /&gt;
Cooking meals applies a [[quality]] modifier to each ingredient, which may drastically increase the food's value.&lt;br /&gt;
&lt;br /&gt;
Eating the meal will rise dwarf mood only if at least one of ingredients is preferred by that dwarf.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of higher-value food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get cancelled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress may be canceled if you disallow one of the cook's chosen ingredients.&lt;br /&gt;
&lt;br /&gt;
Cooking with alcohol is recommended (assuming you have enough left for your dwarves to drink) because alcohol typically has large stack sizes (resulting in larger stacks of prepared meals), and because there are fewer types of alcohol (compared to other foods) and all dwarves have a [[preference]] for one type of alcohol (resulting in a better chance of happy [[thought]]s while eating). One method to include a limited amount of alcohol in your meals is to create a small (one or two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to &amp;quot;take&amp;quot; from your larger drink stockpile.&lt;br /&gt;
&lt;br /&gt;
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less &amp;quot;feeder&amp;quot; [[stockpile]]s, each of which allows a different type of (cookable) food, all set to &amp;quot;give&amp;quot; to your kitchen&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You may also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179254</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179254"/>
		<updated>2012-12-08T18:12:17Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: top of the page is no place for examples, move it elsewhere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook [[food|prepared meals]] and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooked meals [[rot]] more slowly when placed in a stockpile, but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
Meal value is a sum of values of its cooked (&amp;quot;minced&amp;quot;) igredients added to preparation quality modified base value of 10.&lt;br /&gt;
So even a novice cook can greatly increase the value of raw ingredients.&lt;br /&gt;
&lt;br /&gt;
Cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals.&lt;br /&gt;
Cooking meals applies a [[quality]] modifier to each ingredient, which may drastically increase the food's value.&lt;br /&gt;
&lt;br /&gt;
Eating the meal will rise dwarf mood only if at least one of ingredients is preferred by that dwarf.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of higher-value food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get cancelled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress may be canceled if you disallow one of the cook's chosen ingredients.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You may also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179249</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179249"/>
		<updated>2012-12-08T06:07:25Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: correction, making readable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook [[food|prepared meals]] and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooked meals [[rot]] more slowly when placed in a stockpile, but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
Meal value is a sum of values of its cooked (&amp;quot;minced&amp;quot;) igredients added to preparation quality modified base value of 10.&lt;br /&gt;
So even a novice cook can greatly increase the value of raw ingredients.&lt;br /&gt;
&lt;br /&gt;
Cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals.&lt;br /&gt;
Cooking meals applies a [[quality]] modifier to each ingredient, which may drastically increase the food's value.&lt;br /&gt;
&lt;br /&gt;
Eating the meal will rise dwarf mood only if at least one of ingredients is preferred by that dwarf.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of higher-value food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get cancelled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress may be canceled if you disallow one of the cook's chosen ingredients.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You may also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179248</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179248"/>
		<updated>2012-12-08T05:17:07Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook [[food|prepared meals]] and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to each ingredient, which may drastically increase the food's value. Cooked meals [[rot]] more slowly when placed in a stockpile, but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
Even a novice cook can greatly increase the value of raw ingredients. &lt;br /&gt;
Meal value is a sum of values of its cooked (&amp;quot;minced&amp;quot;) igredients. Thus cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals. Note, that eating the meal will rise dwarf mood only if at least one of ingredients is preferred by that dwarf. &lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of higher-value food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get cancelled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress may be canceled if you disallow one of the cook's chosen ingredients.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You may also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179247</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=179247"/>
		<updated>2012-12-08T05:12:02Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Clearing some clutter. No need for examples, really.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook [[food|prepared meals]] and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to each ingredient, which may drastically increase the food's value. Cooked meals [[rot]] more slowly when placed in a stockpile, but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
Even a novice cook can greatly increase the value of raw ingredients. &lt;br /&gt;
Meal value is calculated as a sum of values of its cooked (&amp;quot;minced&amp;quot;) igredients. Thus cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals. &lt;br /&gt;
Note, that eating the meal will rise dwarf mood only if at least one of ingredients is preferred by that dwarf. &lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of higher-value food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get cancelled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress may be canceled if you disallow one of the cook's chosen ingredients.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You may also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bone&amp;diff=179221</id>
		<title>v0.34:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bone&amp;diff=179221"/>
		<updated>2012-12-06T17:19:00Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: added bug link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|11:51, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bones''' are obtained when butchering [[animals]] or taking apart skeletons. Some severed body parts also decay into usable bones, the same way a corpse rots into a skeleton.&lt;br /&gt;
&lt;br /&gt;
Skeletons are the last step of the [[wear|rotting]] procedure. After a [[corpse]] begins to rot, no [[food]] can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the [[butcher's shop]] and &amp;quot;butchered&amp;quot; to be torn apart into [[skull]]s and bones afterwards. Bone does not rot further or produce [[miasma]]. Note that many civilizations (like dwarves) consider it unethical to butcher certain corpses{{bug|1180}}. An exception is the stack of bone that can form after a severed part decays. This appears to happen when the part in question has bone as its only non-rotting material.&lt;br /&gt;
&lt;br /&gt;
While bones are counted as &amp;quot;[[body parts]]&amp;quot; in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. It is a good idea to create an internal refuse stockpile to handle bones near one's [[craftsdwarf's workshop]] for easy access. Dwarves in a [[strange mood]] may require bone as an ingredient, also making it important to stockpile bone in a safe place. &lt;br /&gt;
&lt;br /&gt;
Be aware, stockpiled bones may disappear due to [[vermin]] such as [[rat]]s.&lt;br /&gt;
&lt;br /&gt;
==Uses for Bone==&lt;br /&gt;
&lt;br /&gt;
Bones are processed as follows:&lt;br /&gt;
&lt;br /&gt;
At the [[Craftsdwarf's workshop]], using the [[bone carving]] labour:&lt;br /&gt;
&lt;br /&gt;
* Bone [[craft]]s, for sale to visiting merchants.&lt;br /&gt;
* Bone [[armor]], namely [[legging]]s, [[greave]]s, [[gauntlet]]s, and [[helm]]. Note that [[armor]] made out of bone can be used by dwarves assigned a [[uniform]] of [[metal]] armor.&lt;br /&gt;
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value. Decorating with bone/horn uses whole stack {{bug|2011}}. &lt;br /&gt;
* Bone [[bolt]]s. These bolts are fired from crossbows. Each bone will produce 5 bolts. Each bone must be crafted individually (a stack of Yak Cow bone [7] becomes a stack of Yak Cow bone [6] plus a stack of yak bone bolts [5]). This renders the process for carving bone bolts very slow.&lt;br /&gt;
&lt;br /&gt;
At the [[bowyer's workshop]], using the [[crossbow-making]] labour:&lt;br /&gt;
* Bone [[crossbow]]s. They are one of the few weapons available without access to [[wood]] or [[metal]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ivory&amp;diff=179217</id>
		<title>v0.34:Ivory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ivory&amp;diff=179217"/>
		<updated>2012-12-06T13:02:46Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:16, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Ivory''' is a resource used to decorate crafts at the [[craftsdwarf's workshop]]. Teeth are treated as ivory for the purpose of this task.&lt;br /&gt;
&lt;br /&gt;
Ivory and teeth are obtained from [[butcher]]ing certain animals at the [[butcher's shop]], and may also be produced by vicious bouts of teeth-tearing [[combat]] by animals and invaders that don't normally drop ivory when butchered. However, lost in combat teeth are useless.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If you have a single tooth left from a stack of teeth you may find it cannot be used for decorating.{{Bug|5816}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:On_break&amp;diff=179163</id>
		<title>v0.34:On break</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:On_break&amp;diff=179163"/>
		<updated>2012-12-04T06:41:11Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:42, 2 June 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves will occasionally go '''on break'''. Breaks last about 14 days and dwarves tend to take breaks every few months. Dwarves on break will behave as though they are jobless, and will wander between their [[bedroom]]s and public meeting places. There is no way to force a dwarf to work while on break, therefore the best use of this time is boosting the happiness of said dwarf. A high [[quality]] [[dining room]], [[statue|statuary]], [[zoo]], or [[Activity zone#Meeting Area|meeting area]] will help in this respect. If a dwarf can be confined there by [[burrow]]s, a [[danger room]] can still be used while the dwarf is on break, making this another productive use of the time spent on break.&lt;br /&gt;
&lt;br /&gt;
Breaks probably do you more bad then good. Idling dwarves are never a good thing, as they do no work, build [[social skill]]s, and tend to build friendships that can lead to temper [[tantrum]]s later on if someone really well-liked passes away. On the other hand, they do give dwarves time to examine [[furniture]] and raise their [[happiness]].&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crop&amp;diff=179162</id>
		<title>v0.34:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crop&amp;diff=179162"/>
		<updated>2012-12-04T06:03:33Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: At least 6 surface crops are ripe in 25 days. Probably all of them, with their [GROWDUR] not explicitly set.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:32, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''(This article is about plants. If you want information about trees, see [[Tree]].)''&lt;br /&gt;
&lt;br /&gt;
'''Crops''' (or more accurately '''plants''') can either be [[farming|farmed]], traded for, or acquired by plant gathering. Farming happens at farm plots. There are two types of crops: above ground and subterranean. The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and [[seed]]s may be purchased from human or elven caravans or gathered by dwarves with the [[plant gathering]] labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!).  There is a limit of 200 seeds of a given type at a time, after which no more will be produced.&lt;br /&gt;
&lt;br /&gt;
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note &amp;quot;4&amp;quot;, below.) &lt;br /&gt;
&lt;br /&gt;
Most plants can be brewed into alcohols, each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products (their seeds can be cooked anyway, however). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.&lt;br /&gt;
&lt;br /&gt;
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s).&lt;br /&gt;
&lt;br /&gt;
Plump helmets and pig tails can be harvested 25 days after sowing. All other subterranean crops need about 42 days.&lt;br /&gt;
 &lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; ale|drinkv=10|prod=Pig tail thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; beer|drinkv=10|cook=p|prod=Dwarven wheat flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons3|1|1||}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; rum|drinkv=10|cook=p|prod=Dwarven sugar (m)&amp;lt;br /&amp;gt;Dwarven syrup (l)|prodv=20☼&amp;lt;br /&amp;gt;100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons3|1|1|1|}}|biome=Wet cavern|value=4|cook=p|prod=Quarry bush leaves (b)&amp;lt;br /&amp;gt;Rock nut paste (m)&amp;lt;br /&amp;gt;Rock nut press cake (s)&amp;lt;br /&amp;gt;Rock nut oil (s)|prodv=25&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;5}}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Wet cavern|value=4|prod=Dimple [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Muck root/4|tile=τ|color=0:1|biome=Wetland/Wet|value=1|drink=Swamp&amp;lt;br /&amp;gt;whiskey|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Bloated tuber/4|tile=Φ|color=6:0|biome=Wetland/Dry|value=2|drink=Tuber&amp;lt;br /&amp;gt; beer|drinv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Kobold bulb/4|tile=Φ|color=0:1|biome=Wetland/Wet|value=5|prod=[[Gnomeblight]] (e)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not freezing/Dry|value=1|drink=Prickle&amp;lt;br /&amp;gt;berry wine|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Wild strawberry|tile=:|color=4:0|biome=Not freezing/Dry|value=4|drink=Strawberry&amp;lt;br /&amp;gt;wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not freezing/Dry|value=4|drink=Longland&amp;lt;br /&amp;gt;beer|drinkv=10|cook=p|prod=Longland flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Valley herb/4|tile=ÿ|color=2:1|seasons={{seasons3|1|||}}|biome=Temperate grassland/Dry|value=10|cook=y|prod=[[Golden salve]] (v)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not freezing/Wet|value=1|drink=Sewer&amp;lt;br /&amp;gt; brew|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not freezing/Wet|value=4|drink=Fisher&amp;lt;br /&amp;gt;berry wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not freezing/Wet|value=4|drink=River&amp;lt;br /&amp;gt; spirits|prod=Rope reed thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not freezing/Dry|value=4|prod=Emerald [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not freezing/Dry|value=1|prod=Redroot [[dye]] (m)|prodv=10}}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not freezing/Dry|align=Evil|value=1|drink=Gutter&amp;lt;br /&amp;gt; cruor|drinkv=5|prod=Sliver [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not freezing/Wet|align=Good|value=9|drink=Sunshine|drinkv=25|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not freezing/Dry|align=Savage|value=1|drink=Whip wine|drinkv=15|cook=p|prod=Whip vine flour (m)|prodv=25}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. [[v0.31_Talk:Cook#No_Seeds|Cooking leaves no seeds for re-planting.]]&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:&lt;br /&gt;
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): At [[quern]] or [[millstone]], using [[milling]].&lt;br /&gt;
::*'''b''': process to bag ([[quarry bush]]): At [[farmer's workshop]], using [[plant processing]].&lt;br /&gt;
::*'''s''': press paste into oil ([[quarry bush]]): At [[screw press]].&lt;br /&gt;
::*'''l''': process to barrel ([[sweet pod]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''p''': process plant ([[pig tail]], [[rope reed]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''v''': process to vial ([[valley herb]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''e''': extract plant essence ([[kobold bulb]]): At [[still]], using [[plant gathering]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Crops| }}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emanresu&amp;diff=179130</id>
		<title>User talk:Emanresu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emanresu&amp;diff=179130"/>
		<updated>2012-12-03T11:20:31Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: Created page with &amp;quot;I promise nothing, even to visit this page ever again.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I promise nothing, even to visit this page ever again.&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Interface&amp;diff=179120</id>
		<title>v0.34:Interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Interface&amp;diff=179120"/>
		<updated>2012-12-03T03:34:47Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|07:00, 2 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''See the {{catlink|Interface|Interface category}} and [[Fortress mode]] for more information''&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress interface is made up of several different parts besides the main game area.&lt;br /&gt;
&lt;br /&gt;
[[Image:DFInterface.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
* A: [[Reports|Combat, Hunting, and Sparring reports]].  Press {{k|r}} to view these reports.  A red '''C''' means combat, a green '''H''' means hunting, and a blue '''S''' means sparring.&lt;br /&gt;
* B: The game [[Menu]].&lt;br /&gt;
* C: The number of idle dwarves.  This may appear at the top right instead of bottom right.&lt;br /&gt;
* D: The [[z-level]] you are currently viewing.&lt;br /&gt;
Above z-level counter column, at top right, there is a moon phase indicator.&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Leather&amp;diff=179038</id>
		<title>v0.34:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Leather&amp;diff=179038"/>
		<updated>2012-11-30T02:26:40Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: /* Leather industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:45, 26 December 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Leather''' is the tanned hide of an [[creature|animal]], and is a fairly versatile material. Leather can be used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], and [[decoration]]s, all at a [[leather works]]. Leather [[trade good|crafts]] are made at a [[craftsdwarf's workshop]]. Although most of these items can be made from other materials, [[quiver]]s and [[backpack]]s can only be made from leather, meaning some source of leather is almost essential for a well-rounded [[military]]. Plenty of leather can usually be acquired through [[trading|trade]] with dwarves and humans. Leather can also be found near groups of [[Rodent man]] in caverns. But obtaining leather this way is much more dangerous (and unreliable), since rodent men have blowguns coated in lethal poison.&lt;br /&gt;
&lt;br /&gt;
==Leather industry==&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the [[meat industry]], not the [[clothing industry]].&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[tanner's shop]], a raw hide or [[skin]] from an animal, and a dwarf with the [[tanning]] labor turned on. Rotten hides or skin cannot be tanned. The [[human]] and dwarven [[caravan]]s usually sell various boxes of leather, which can be useful if few [[Butcher|butcherable]] animals inhabit the map. One unrotten hide yields one &amp;quot;unit&amp;quot; of leather - regardless of whether the animal is a [[cat|kitten]] or an [[elephant]]. The [[value]] of the leather depends on the critter it comes from; leather made from the skins of rare or dangerous animals can be quite [[Value#Material_multipliers|valuable]]. Tanners turn a skin from severed part of an animal into the full-size leather.&lt;br /&gt;
&lt;br /&gt;
Dwarven tanners have a skill unknown to mere humans in that they can make the softest skin of the tiniest animal equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance, or tough hide silky and supple, remains a mystery.&lt;br /&gt;
&lt;br /&gt;
==Leather armor==&lt;br /&gt;
Leather armor is made in a [[leather works]], and requires one unit of any leather. Leather is significantly lighter than other forms of armor, and thus is less likely to cause [[weight|encumbrance]] penalties, but also provides less protection. The source animal of the leather (dragon, cat, etc.) does not alter the weight or protection of the armor, though the [[item quality]] likely does.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Meat industry]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Leather&amp;diff=179037</id>
		<title>v0.34:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Leather&amp;diff=179037"/>
		<updated>2012-11-30T02:24:20Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: /* Leather industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:45, 26 December 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Leather''' is the tanned hide of an [[creature|animal]], and is a fairly versatile material. Leather can be used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], and [[decoration]]s, all at a [[leather works]]. Leather [[trade good|crafts]] are made at a [[craftsdwarf's workshop]]. Although most of these items can be made from other materials, [[quiver]]s and [[backpack]]s can only be made from leather, meaning some source of leather is almost essential for a well-rounded [[military]]. Plenty of leather can usually be acquired through [[trading|trade]] with dwarves and humans. Leather can also be found near groups of [[Rodent man]] in caverns. But obtaining leather this way is much more dangerous (and unreliable), since rodent men have blowguns coated in lethal poison.&lt;br /&gt;
&lt;br /&gt;
==Leather industry==&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the [[meat industry]], not the [[clothing industry]].&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[tanner's shop]], a raw hide or [[skin]] from an animal, and a dwarf with the [[tanning]] labor turned on. Rotten hides or skin cannot be tanned. The [[human]] and dwarven [[caravan]]s usually sell various boxes of leather, which can be useful if few [[Butcher|butcherable]] animals inhabit the map. One unrotten hide yields one &amp;quot;unit&amp;quot; of leather - regardless of whether the animal is a [[cat|kitten]] or an [[elephant]]. The [[value]] of the leather depends on the critter it comes from; leather made from the skins of rare or dangerous animals can be quite [[Value#Material_multipliers|valuable]]. Tanners turn a skin from severed part of an animal to the full-size leather.&lt;br /&gt;
&lt;br /&gt;
Dwarven tanners have a skill unknown to mere humans in that they can make the softest skin of the tiniest animal equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance, or tough hide silky and supple, remains a mystery.&lt;br /&gt;
&lt;br /&gt;
==Leather armor==&lt;br /&gt;
Leather armor is made in a [[leather works]], and requires one unit of any leather. Leather is significantly lighter than other forms of armor, and thus is less likely to cause [[weight|encumbrance]] penalties, but also provides less protection. The source animal of the leather (dragon, cat, etc.) does not alter the weight or protection of the armor, though the [[item quality]] likely does.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Meat industry]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Honey_badger&amp;diff=179022</id>
		<title>v0.34:Honey badger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Honey_badger&amp;diff=179022"/>
		<updated>2012-11-29T22:03:40Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: returns are from mutilated corpse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:16, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=10&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=9&lt;br /&gt;
|meat=10&lt;br /&gt;
|lung=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Honey badgers''' are functionally identical to normal [[badger]]s, but found in [[tropical]] and [[desert]] regions. They can randomly become enraged from time to time. Unlike regular badgers they do not come in groups.&lt;br /&gt;
&lt;br /&gt;
It has at least 28 teeth, that sometimes can be knocked out in combat in a single strike.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4r7wHMg5Yjg Here are a few interesting facts about Honey Badgers from a renowned expert.] &lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Nothing can stop the Honey Badger when it's hungry.&amp;quot;&lt;br /&gt;
*&amp;quot;It's pretty bad ass.&amp;quot;&lt;br /&gt;
*&amp;quot;Honey Badger don't care.&amp;quot;&lt;br /&gt;
*&amp;quot;It doesn't give a shit.&amp;quot;&lt;br /&gt;
*&amp;quot;The Honey Badgers are just crazy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Honey_badger&amp;diff=179010</id>
		<title>v0.34:Honey badger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Honey_badger&amp;diff=179010"/>
		<updated>2012-11-29T12:01:31Z</updated>

		<summary type="html">&lt;p&gt;Emanresu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:16, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=10&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=9&lt;br /&gt;
|meat=10&lt;br /&gt;
|lung=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Honey badgers''' are functionally identical to normal [[badger]]s, but found in [[tropical]] and [[desert]] regions. They can randomly become enraged from time to time. Unlike regular badgers they do not come in groups.&lt;br /&gt;
&lt;br /&gt;
It has at least 28 teeth, that sometimes can be knocked out in combat in a single strike.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4r7wHMg5Yjg Here are a few interesting facts about Honey Badgers from a renowned expert.] &lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Nothing can stop the Honey Badger when it's hungry.&amp;quot;&lt;br /&gt;
*&amp;quot;It's pretty bad ass.&amp;quot;&lt;br /&gt;
*&amp;quot;Honey Badger don't care.&amp;quot;&lt;br /&gt;
*&amp;quot;It doesn't give a shit.&amp;quot;&lt;br /&gt;
*&amp;quot;The Honey Badgers are just crazy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Emanresu</name></author>
	</entry>
</feed>