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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-31T22:06:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Inoko&amp;diff=47846</id>
		<title>User:Inoko</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Inoko&amp;diff=47846"/>
		<updated>2009-03-08T03:12:04Z</updated>

		<summary type="html">&lt;p&gt;Inoko: New page: ==Inoko==  Inoko!  Inoko?  Inoko.  Seriously though, just a dummy page that I'm putting up so I can steal a nice user page template later and edit this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Inoko==&lt;br /&gt;
&lt;br /&gt;
Inoko!&lt;br /&gt;
&lt;br /&gt;
Inoko?&lt;br /&gt;
&lt;br /&gt;
Inoko.&lt;br /&gt;
&lt;br /&gt;
Seriously though, just a dummy page that I'm putting up so I can steal a nice user page template later and edit this.&lt;/div&gt;</summary>
		<author><name>Inoko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Philosopher&amp;diff=29501</id>
		<title>40d Talk:Philosopher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Philosopher&amp;diff=29501"/>
		<updated>2009-03-08T03:05:57Z</updated>

		<summary type="html">&lt;p&gt;Inoko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Arrival Data==&lt;br /&gt;
&lt;br /&gt;
Thought we could start posting any significant information or events related to the philosopher arriving, in an attempt to work out what causes it. The philosopher arrived for me in the first migrant wave after breaking 110 population, in the spring of my 4th year. Fortress wealth was 124879, and one of my Axe Lords had just become a Champion. Nothing else significant occured between that migrant wave and the previous one. --[[User:TangoThree|TangoThree]] 14:46, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In the previous version the philosopher came when you hit 100 dwarves.  The philosopher came when I hit 100 in this version too.  [[User:Bouchart|Bouchart]] 15:30, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I cannot confirm this. I had 101 Dwarves, and the next immigrant wave did not include the philosopher. [[User:Drahflow|Drahflow]] 15:23, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I cannot confirm this either. I have 106 Dwarves and with this immigration arriving just after an Elf caravan left a Wise man arrived. I can think of nothing I've recently done that may have triggered it either. [[User:Khimaera_UK|Khimaera_UK]] 14:29, 27th December 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
My philosopher just showed up.  He showed up by himself with no other immigrants.  I had 100+ dwarves, but tragedy struck (quite a bit) a couple seasons ago, and now I only have 93. [[User:Holyfool|Holyfool]] 13:40, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
My first encounter with a Philosopher; pop 127 (has been &amp;gt;120 since the last immigration, raised again more recently by several births). Created wealth: 516819, imported: 336914, exported: 24047. -- [[User:Raumkraut|Raumkraut]] 20:35, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was in middle of trading with the elves when my philosopher came (Just now). But before the elves came, I was working on a sorting scheme to dispose of the elves as 'CrazyMcfobo Absolutely detests elves' My wealth was well over a million, and populating is just over 100.--[[User:CrazyMcfobo|CrazyMcfobo]] 17:20, 10 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
He came to mine when my population hit 133. I have about 20 military dwarves, half of which are currently in the guard. I also had plenty of jail and bedroom space. I had a Imported Wealth of 393,564*, and 816 seeds. I also had 19 farmers and 12 craftsdwarves... but apart from that there isnt really a lot more to say. Seems to come at high population counts.&lt;br /&gt;
&lt;br /&gt;
I have recieved the Philosopher with a population of just 99, although I have had population levels higher in the past. The Philosopher came in spring, just after I had annoyed the Elves with an ash amulet that accidently slipped into my export. Rest of stats as follows: Created Wealth: 1250863 Imported Wealth: 820901 Exported Wealth: 22041. Of note perhaps is that earlier in the spring I gained another legendary dwarf, bringing the count of legendarys up to 17, another 7 legendarys are dead--[[User:ArkTane|ArkTane]] 19:22, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Arrival - Population:130 ; Created wealth:1,575,988 ; Food stores:9,290 (seeds:2433, drink:3105, other:3208) ; 13 legendary dwarves ; 6 royal guard, 13 fortress guard, 2 elite wrestlers ; 10 noble positions w/ 8 nobles, not counting philosopher ; 9 artifacts ; mid-spring arrival. --[[User:Mattmoss|Mattmoss]] 17:44, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Arrival - Population:108 ; Created Wealth 897,805 ; Food stores:1082 ; 3 nobles aside from philosopher ; 7 artifacts ; mid-spring arrival. Just prior to the philosopher's arrival, I started my glass industry, built some windows, installed them around a lake, and channeled out the wall between the lake and the windows making a useless and big aquarium. Maybe the philosopher appreciates wastes of time? [[User:Lungfish|Lungfish]]&lt;br /&gt;
&lt;br /&gt;
Arrival mid spring - population 161 ; Created wealth 800k+ ; foodstores probably 5k+ ; 6 nobles including duke/duchess, hammerer, DM, tax collector and I had the King Incoming for a couple of seasons(the baron kept being promoted every season before that) ; 2 royal guard, 8 fortress guard ; I had every industry long underway ; my tax collector got more experienced; 7 artifacts. I had been at pop 100+ for a significant time so I assumed it had to do with the king being incoming. I had the first managerial job completed that season. --[[User:Egregius|Egregius]] 14:30, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Arrival - Population 176; created wealth 1053219; arrived along with all other nobles up to Countess.  All arrived together and with no other migrants; just finished a flooded tunnel trap that should kill invaders and finished giving EVERY single one of my dwarves a bedroom except for children  and babies.&lt;br /&gt;
&lt;br /&gt;
Arrival - Population 111 (112 with him). Created weath 1 135 479. He arrived alone. No other migrants arrived with him. I have 14 legendaries, and around the time he arrived I had JUST created bedrooms for all NON-MILITARY Dwarves. The military have 4 beds for about 15 dwarves. I only had one other noble: Dungeon Master, not counting mayor and my bookkeeper, etc. No Fortress Guard, no Royal Guard, no guard of any sort. --[[User:Inoko|Inoko]] 22:05, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==URGENT!! PHILOSOPHER DOING WORK!!==&lt;br /&gt;
&lt;br /&gt;
I was just looking around my fort when a noble (i thought it was my mayor) started demolishing a wall. Then when i looked closer it turned out to be my philosopher!!! I took a screenshot but I don't know how to upload it here. Can someone tell me how? --[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:14, 23 October 2008 (EDT)&lt;br /&gt;
:It might be that deconstructiong walls is an all-dwarf adults-only task, which is rare to see. --[[User:GreyMario|GreyMaria]] 01:04, 23 October 2008 (EDT)&lt;br /&gt;
:: AFAIK, Deconstruction is indeed an all-dwarf task. I'm pretty sure I saw a kid doing it. Kids will also work in the fields, so I suspect Philsophers will also harvest. --[[User:RomeoFalling|RomeoFalling]] 01:35, 23 October 2008 (EDT)&lt;br /&gt;
:::I've definitely seen children deconstructing walls.  They love nothing else more, it seems, even though they take ages and ages to do it.  Making a 'playpen' of walls for them to knock down can be a nice way to keep children inside in dangerous times, though excluding adult dwarfs from it can be a problem. --[[User:Corona688|Corona688]] 13:31, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Upload file&amp;quot;, left side of your screen.  But you don't need to show us a screenshot in this case; nobles working is a known phenomenon, outlined at [[labor]].  &amp;quot;Remove construction&amp;quot; was missing from the list there, though, so it's good you brought it up.--[[User:Maximus|Maximus]] 03:22, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Philospher is currently Trading at Depot   I'm impressed...--[[User:Loganis|Loganis]] 01:54, 1 December 2008 (EST)&lt;br /&gt;
:I've actually found that if I turn off &amp;quot;Only Broker Can Trade&amp;quot; (generally because my broker insists on drinking, sleeping, or breaks rather than actually trading), the Nobles are the people who pick up the job nine times out of ten. Which kind of makes sense, since they don't really do any other work, leaving them free to pick up the suddenly available job. -[[User:Fuzzy|Fuzzy]] 08:47, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Has anyone ever seen children do trading, or just nobles?--[[User:Maximus|Maximus]] 10:00, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
My philosopher has the thought, &amp;quot;had to talk to someone annoying,&amp;quot; so philosophers might do consoling pacifying work that the mayor also presumably does. [[User:Afu|Afu]] 04:19, 30 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:That was just a conversation, and might have even created a grudge. All idle dwarves have them, hence the large number of dwarves getting lots of skill raises despite sitting around doing nothing, as typically happens in Elitist fortresses, where only the skilled dwarves do any of the actual work. (Note: this is conducive to perpetual homelessness and a depression-spiral at around 100 dwarves, assuming you're not [[Init.txt#FINDER|cheating]], of course.) --[[User:N9103|Edward]] 06:46, 30 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
It appears that the Philosopher can at least change prices of items in your fortress.&lt;br /&gt;
[[Image:Proof.JPG]]&lt;br /&gt;
&lt;br /&gt;
:My philosopher is also an adept grower. I turned on &amp;quot;all dwarfs harvest&amp;quot; and so all the kids and nobles are out there picking food.  I've had kids with master grower skills.--[[User:Kwieland|Kwieland]] 11:53, 6 March 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Inoko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18376</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18376"/>
		<updated>2009-03-05T09:11:35Z</updated>

		<summary type="html">&lt;p&gt;Inoko: /* Blood Sucking */  Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing {{K|A}} and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, [[weapon]]s with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon]] type, weapon material, weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality increases both damage and the user's effective skill level: each level of quality grants a 20% bonus to damage, plus one skill level.  It is unknown how large these increases are for [[artifact]] weapons, but it is presumed to be much higher than masterwork weaponry.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, [[wood]]en [[mace]] with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  Unless, of course, it simply kills you first.&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a [[sword]] causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/[[shield]], or make it unable to attack with that limb.  Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use {{K|s}} to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects: The first effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain). The more toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing {{K|I}} and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the {{K|I}} menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[blood]], and is immune to pain (e.g., [[undead]]), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and [[hammer]]s) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and [[axe]]s can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but otherwise uninjured.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a [[wall]], tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide per two&lt;br /&gt;
* if the creature is drowning, divide per two&lt;br /&gt;
* if the creature is stunned, divide per two&lt;br /&gt;
* if unknown test, divide per four&lt;br /&gt;
* if pain &amp;gt; 100, divide per two&lt;br /&gt;
* if exhaustion &amp;gt;= 2000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 4000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 6000, lvl = lvl*3/4&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide per two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide per two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide per two&lt;br /&gt;
&lt;br /&gt;
A creature with high exhaustion, for example 6500, will have its skill modified that way:&lt;br /&gt;
new level = level * 3 / 4 * 3 / 4 * 3 / 4&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously in real life (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of both [[crossbow]]s, and especially [[bow]]s, in close combat suggests that ranged soldiers are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, [[human]]s, and [[goblin]]s; bows are used by [[elf|elves]], humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.  Blunt weapons are also unmatched when it comes to sending enemies flying.&lt;br /&gt;
&lt;br /&gt;
The [[maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but slashing weapons tend to deal less damage than blunt weapons. Slashing weapons are also more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  [[Axe]]s generally do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards fighting large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield [[two handed sword]]s or [[halberd]]s, and dwarves cannot create [[scimitar]]s, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  Piercing weapons get stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a [[pike (weapon)|pike]]; it is a two-handed weapon, even for a human.&lt;br /&gt;
&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain. Also, gore attacks have a higher chance of dealing damage to sub-bodyparts like fingers or eyes. This gives whips a strong tendecy to break a victim's joints or poke out his throat or other vitals, thus rendering him unconscious quickly and eventually making him bleed to death, which makes them good against unarmored, living [[creatures]]. The downside of using whips is the low overall damage and chance to sever body parts, which makes them almost pointless against armored or [[undead]] enemies.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures, particularly [[giant cave spider|giant cave spiders]], shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing, you are completely immobilized until you can break free of the web. Currently, in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, this is most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latches and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing fire at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment they're wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]]s breathe dragon fire, which is more powerful than regular fire breath.  Creatures with normal fire immunities can be affected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Inoko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17632</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17632"/>
		<updated>2009-03-04T21:25:00Z</updated>

		<summary type="html">&lt;p&gt;Inoko: /* Types of sand for glassmaking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
:At least, that's how it was back in the last version-I doubt they changed it, though.&lt;br /&gt;
:[[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Absence of sand and moods ==&lt;br /&gt;
&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of sand for glassmaking ==&lt;br /&gt;
&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Could we, perhaps, include a newbies guide to sand? Or rather, explain that just because a soil tile is &amp;quot;Sandy Clay&amp;quot; or what-not, that it's not enough, but you need &amp;quot;[Color] Sandy [Tile]?&amp;quot; [[User:Inoko|Inoko]] 22:16, 2 March 2009 (EST)&lt;br /&gt;
:If you want to write a guide to sand, go ahead.  It is a wiki, after all ;).  I think it would be easier to rewrite the second paragraph though, making it clearer that stuff like sandy clay isn't actually sand. --[[User:LegacyCWAL|LegacyCWAL]] 17:20, 3 March 2009 (EST)&lt;br /&gt;
::I updated it some, the second paragraph that is. I don't feel that &amp;quot;How to make bags&amp;quot; should really be there, but since the bag page doesn't have it yet, I left it. I think that this still needs work, but is much clearer. I would like to verify exactly which tiles you can draw sand from and which you can't, as well as how many dwarves can draw sand per furnace. Amusingly I've never had sand on a map I've played, which is why I asked in the first place. [[User:Inoko|Inoko]] 06:14, 4 March 2009 (EST)&lt;br /&gt;
:::I went ahead and fixed/verified the stuff you mention, and tried to clear it up a bit more.  Geez this article is a mess, huh? ;) --[[User:LegacyCWAL|LegacyCWAL]] 12:54, 4 March 2009 (EST)&lt;br /&gt;
::::Not a mess... just a work in progress. ;) --[[User:Inoko|Inoko]] 16:25, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just {{k|k}} over the banks under it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chrispy|Chrispy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::I don't think this is true, personally. Then again, I hardly ever embark on a river. Heh. --[[User:GreyMario|GreyMario]] 17:18, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure 'digging' is the right word - you may need to pump water for sand.  I just found an underground pool with a sandy bottom on a map otherwise lacking in sand.  Multi-level water pumping?  Gee i'm glad i practiced building under the ocean not too long ago... --[[User:Squirrelloid|Squirrelloid]] 19:02, 22 April 2008 (EDT)&lt;br /&gt;
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::: Yes it's true, I was shocked to discover a piece of black sand next to my undeground river and I know for a fact that there was otherwise no sand on this map because when I embarked I would've brought a glassmaker with me initially. --[[User:Gamli|Gamli]] 01:11, 21 November 2008 (PST)&lt;br /&gt;
::::THAT would be because towercaps change rock to soil when they grow. And sometimes it's sand --[[User:Dorten|Dorten]] 04:25, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Is Sand Ever Available in Caravans? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if I will never have it in this current fortress. --[[User:Ehertlein|Ehertlein]] 07:46, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sadly, no. Caravans don't carry sand and it isn't available as something you can request. I expect Toady will eventually take care of it in an update, but for now you're out of luck. You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map (no sand). --[[User:Janus|Janus]] 08:48, 22 August 2008 (EDT)&lt;br /&gt;
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::Good to know. I was basically just interested in making some glass windows for an office. --[[User:Ehertlein|Ehertlein]] 09:45, 22 August 2008 (EDT)&lt;br /&gt;
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:::If you don't mind cheating, you could either make your soil sand by raw editing. That's what I do, since finding a small site with sand + underground river + magma pipe + flux + chasm - aquifer - underground pool - cave - salt water is a bit difficult. --[[User:Savok|Savok]] 12:10, 22 August 2008 (EDT)&lt;br /&gt;
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::::I'll work with what I have been given. I have a magma pipe and supposedly an underground river (if the site finder didn't lie to me) so I will work on building some sort of obsidian monstrosity if I get bored. I am too new to DF to worry too much about glass anyways! I can't even keep incoming caravans happy! :) --[[User:Ehertlein|Ehertlein]] 12:43, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::You can always use gems to make windows. Those can potentially be quite a bit more valuable than glass ones anyway. --[[User:Janus|Janus]] 04:27, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map&amp;quot;:  This may be true, but I know through bitter experience that nobles will request glass items on sandless maps.  The Hammerer has not listened to my protests.  :p  --[[User:Ookpik|Ookpik]] 04:50, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sand suddenly appeared ==&lt;br /&gt;
&lt;br /&gt;
I'm on a map that had no sand (and I lost two glassmakers to strange moods because of it); suddenly after several years a large region of yellow sand is turning up near/in my farms, in areas that had formerly just been muddy gabbro/obsidian floor.  It's almost exactly &amp;lt;s&amp;gt;5&amp;lt;/s&amp;gt; 4 years since I first created these farms (and made the ground muddy), and the area has experienced a lot of traffic.  Is this repeatable?  Can any fort get sand if they wait long enough?--[[User:Maximus|Maximus]] 01:03, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a lot of dwarves travel over a square, it will eventually reveal its base layer, so only if your tiles are all based off sand. [[User:Destor|Destor]] 15:12, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was carved-out gabbro, underground.  Not sand at all... at first.--[[User:Maximus|Maximus]] 17:55, 12 October 2008 (EDT)&lt;br /&gt;
:Never been on a map that had sand &amp;lt;i&amp;gt;underneath&amp;lt;/i&amp;gt; gabbro.  When it's deep enough to be gabbro, I've always found rock all the way down from there. [[User:Corona688|Corona688]] 18:29, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[Image:Aut 301 - gabbro.png|thumb|right|Muddy Gabbro Cavern Floor]]&lt;br /&gt;
[[Image:Aut 305 - sand.png|thumb|right|Four years later, same tile: Muddy Yellow sand Cavern Floor]]&lt;br /&gt;
::Okay, then, pics:&lt;br /&gt;
::I've got about 80 yellow sand tiles in this area now.  You can see two of them directly (the yellow ≈s); most of them are Muddy Yellow sand Cavern Floors and appear as brown periods (just like the muddy gabbro floors).  The water in the channel in the upper left is sourced from a brook with sandy clay loam walls, if that makes a difference... although sandy clay loam does not count as &amp;quot;sand&amp;quot; in the game.&lt;br /&gt;
&lt;br /&gt;
::These tiles all started as regular gabbro or obsidian cavern floors, but have been muddy and heavily-trafficked for about four years.  I also have a couple of &amp;quot;Muddy Silty clay cavern floors&amp;quot; in the area, which may be a transitional state before they turn to sand.&lt;br /&gt;
&lt;br /&gt;
::I've never seen sand anywhere else on this map, not even on heavily-trafficked outdoor squares, including those by the brook.  The site chooser mentioned a sandy clay loam layer but no sand.--[[User:Maximus|Maximus]] 03:59, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Follow-up: the same thing happened in my &amp;quot;second&amp;quot; farm in this fortress (I moved everything to a different, more internal location.)  I didn't actually bother to do any farming, however, since I had such a surplus from the first few years of farming.  Tiles that have been muddy for about four years are starting to turn into yellow sand now.  Since I've done no farming on these farms, it's clearly not something caused by heavy traffic.  &lt;br /&gt;
&lt;br /&gt;
I can't believe no one else has ever reported this though -- muddy stone floors turning into muddy sand after a space of four years is pretty dramatic.  This farm was muddied by the cave river, not the &amp;quot;sandy clay loam&amp;quot;-lined brook, so the source of water doesn't seem to be a factor either.&lt;br /&gt;
&lt;br /&gt;
Anyhow, sand, whoo.  And this patch of it is adjacent to my magma kiln, even better.  Been making terrariums and screw pumps with it.--[[User:Maximus|Maximus]] 01:23, 2 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, you can't have &amp;quot;glassmaker mood&amp;quot; if you don't have sand on your map. So the sand must be here from the beginning, but where ? I can't tell you. [[User:Timst|Timst]] 05:53, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::In those cases, though, sand is already there, but hidden under grass or whatever.  In this case, sand &amp;quot;showed up&amp;quot; in areas where nothing but underground stone had been.  Again, I must express my astonishment that no one else has ever reported this.  I never saw it in any of my prior fortresses, but I haven't played since 0.27.169.33e, so I figured Toady added it at some point between then and now.  But plenty of people have been playing 40d.  I gotta post on the forums to see what's going on.  It can't be a bug.  It happens in such a logical, deliberate way: after four years, tile by tile, muddied floors are turning into muddied sand tiles.--[[User:Maximus|Maximus]] 13:05, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::A search of the forums turned up a handful of similar stories.  So it's not a total fluke, but if it happened on every map, it would be well-known.  I wonder what the underlying factors are?  Muddy tiles + time seem to be an absolute minimum.  Maybe a discovered cave river is needed too (due to the shrub/tree growth it triggers)?--[[User:Maximus|Maximus]] 14:50, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::And here I would tell the same: Underground river? ==&amp;gt; Tower caps grow. They chaange tile material to some (maybe random) soil. Sometimes sand. Happens all the time. In this example saplings appear, get stomped - reveal sand.--[[User:Dorten|Dorten]] 04:29, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::And yet, in a different location where I had mud, sand appeared where there was virtually no traffic for years.  So I'm not sure stomping is a necessary part of the formula.  Needs more testing.--[[User:Maximus|Maximus]] 12:50, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Plants will die on their own, too.  I'm pretty sure a soil tile is exposed after a dead plant rots away, with the game choosing the type of soil based on biome.  If it is near a cave river, this biome seems to be sand.  I have a fort right now with tree farms both near the cave river and not.  The ones near the river have sand, the one not near the river has silt.  There's no mixing and both were made on stone floors; the type of stone doesn't seem to matter either. --[[User:Nillions|nil]]&lt;/div&gt;</summary>
		<author><name>Inoko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17630</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17630"/>
		<updated>2009-03-04T11:14:03Z</updated>

		<summary type="html">&lt;p&gt;Inoko: /* Types of sand for glassmaking */  Forgot to sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
:At least, that's how it was back in the last version-I doubt they changed it, though.&lt;br /&gt;
:[[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Absence of sand and moods ==&lt;br /&gt;
&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of sand for glassmaking ==&lt;br /&gt;
&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Could we, perhaps, include a newbies guide to sand? Or rather, explain that just because a soil tile is &amp;quot;Sandy Clay&amp;quot; or what-not, that it's not enough, but you need &amp;quot;[Color] Sandy [Tile]?&amp;quot; [[User:Inoko|Inoko]] 22:16, 2 March 2009 (EST)&lt;br /&gt;
:If you want to write a guide to sand, go ahead.  It is a wiki, after all ;).  I think it would be easier to rewrite the second paragraph though, making it clearer that stuff like sandy clay isn't actually sand. --[[User:LegacyCWAL|LegacyCWAL]] 17:20, 3 March 2009 (EST)&lt;br /&gt;
::I updated it some, the second paragraph that is. I don't feel that &amp;quot;How to make bags&amp;quot; should really be there, but since the bag page doesn't have it yet, I left it. I think that this still needs work, but is much clearer. I would like to verify exactly which tiles you can draw sand from and which you can't, as well as how many dwarves can draw sand per furnace. Amusingly I've never had sand on a map I've played, which is why I asked in the first place. [[User:Inoko|Inoko]] 06:14, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just {{k|k}} over the banks under it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chrispy|Chrispy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::I don't think this is true, personally. Then again, I hardly ever embark on a river. Heh. --[[User:GreyMario|GreyMario]] 17:18, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure 'digging' is the right word - you may need to pump water for sand.  I just found an underground pool with a sandy bottom on a map otherwise lacking in sand.  Multi-level water pumping?  Gee i'm glad i practiced building under the ocean not too long ago... --[[User:Squirrelloid|Squirrelloid]] 19:02, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yes it's true, I was shocked to discover a piece of black sand next to my undeground river and I know for a fact that there was otherwise no sand on this map because when I embarked I would've brought a glassmaker with me initially. --[[User:Gamli|Gamli]] 01:11, 21 November 2008 (PST)&lt;br /&gt;
::::THAT would be because towercaps change rock to soil when they grow. And sometimes it's sand --[[User:Dorten|Dorten]] 04:25, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Is Sand Ever Available in Caravans? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if I will never have it in this current fortress. --[[User:Ehertlein|Ehertlein]] 07:46, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sadly, no. Caravans don't carry sand and it isn't available as something you can request. I expect Toady will eventually take care of it in an update, but for now you're out of luck. You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map (no sand). --[[User:Janus|Janus]] 08:48, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good to know. I was basically just interested in making some glass windows for an office. --[[User:Ehertlein|Ehertlein]] 09:45, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you don't mind cheating, you could either make your soil sand by raw editing. That's what I do, since finding a small site with sand + underground river + magma pipe + flux + chasm - aquifer - underground pool - cave - salt water is a bit difficult. --[[User:Savok|Savok]] 12:10, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'll work with what I have been given. I have a magma pipe and supposedly an underground river (if the site finder didn't lie to me) so I will work on building some sort of obsidian monstrosity if I get bored. I am too new to DF to worry too much about glass anyways! I can't even keep incoming caravans happy! :) --[[User:Ehertlein|Ehertlein]] 12:43, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::You can always use gems to make windows. Those can potentially be quite a bit more valuable than glass ones anyway. --[[User:Janus|Janus]] 04:27, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map&amp;quot;:  This may be true, but I know through bitter experience that nobles will request glass items on sandless maps.  The Hammerer has not listened to my protests.  :p  --[[User:Ookpik|Ookpik]] 04:50, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sand suddenly appeared ==&lt;br /&gt;
&lt;br /&gt;
I'm on a map that had no sand (and I lost two glassmakers to strange moods because of it); suddenly after several years a large region of yellow sand is turning up near/in my farms, in areas that had formerly just been muddy gabbro/obsidian floor.  It's almost exactly &amp;lt;s&amp;gt;5&amp;lt;/s&amp;gt; 4 years since I first created these farms (and made the ground muddy), and the area has experienced a lot of traffic.  Is this repeatable?  Can any fort get sand if they wait long enough?--[[User:Maximus|Maximus]] 01:03, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a lot of dwarves travel over a square, it will eventually reveal its base layer, so only if your tiles are all based off sand. [[User:Destor|Destor]] 15:12, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was carved-out gabbro, underground.  Not sand at all... at first.--[[User:Maximus|Maximus]] 17:55, 12 October 2008 (EDT)&lt;br /&gt;
:Never been on a map that had sand &amp;lt;i&amp;gt;underneath&amp;lt;/i&amp;gt; gabbro.  When it's deep enough to be gabbro, I've always found rock all the way down from there. [[User:Corona688|Corona688]] 18:29, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[Image:Aut 301 - gabbro.png|thumb|right|Muddy Gabbro Cavern Floor]]&lt;br /&gt;
[[Image:Aut 305 - sand.png|thumb|right|Four years later, same tile: Muddy Yellow sand Cavern Floor]]&lt;br /&gt;
::Okay, then, pics:&lt;br /&gt;
::I've got about 80 yellow sand tiles in this area now.  You can see two of them directly (the yellow ≈s); most of them are Muddy Yellow sand Cavern Floors and appear as brown periods (just like the muddy gabbro floors).  The water in the channel in the upper left is sourced from a brook with sandy clay loam walls, if that makes a difference... although sandy clay loam does not count as &amp;quot;sand&amp;quot; in the game.&lt;br /&gt;
&lt;br /&gt;
::These tiles all started as regular gabbro or obsidian cavern floors, but have been muddy and heavily-trafficked for about four years.  I also have a couple of &amp;quot;Muddy Silty clay cavern floors&amp;quot; in the area, which may be a transitional state before they turn to sand.&lt;br /&gt;
&lt;br /&gt;
::I've never seen sand anywhere else on this map, not even on heavily-trafficked outdoor squares, including those by the brook.  The site chooser mentioned a sandy clay loam layer but no sand.--[[User:Maximus|Maximus]] 03:59, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Follow-up: the same thing happened in my &amp;quot;second&amp;quot; farm in this fortress (I moved everything to a different, more internal location.)  I didn't actually bother to do any farming, however, since I had such a surplus from the first few years of farming.  Tiles that have been muddy for about four years are starting to turn into yellow sand now.  Since I've done no farming on these farms, it's clearly not something caused by heavy traffic.  &lt;br /&gt;
&lt;br /&gt;
I can't believe no one else has ever reported this though -- muddy stone floors turning into muddy sand after a space of four years is pretty dramatic.  This farm was muddied by the cave river, not the &amp;quot;sandy clay loam&amp;quot;-lined brook, so the source of water doesn't seem to be a factor either.&lt;br /&gt;
&lt;br /&gt;
Anyhow, sand, whoo.  And this patch of it is adjacent to my magma kiln, even better.  Been making terrariums and screw pumps with it.--[[User:Maximus|Maximus]] 01:23, 2 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, you can't have &amp;quot;glassmaker mood&amp;quot; if you don't have sand on your map. So the sand must be here from the beginning, but where ? I can't tell you. [[User:Timst|Timst]] 05:53, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::In those cases, though, sand is already there, but hidden under grass or whatever.  In this case, sand &amp;quot;showed up&amp;quot; in areas where nothing but underground stone had been.  Again, I must express my astonishment that no one else has ever reported this.  I never saw it in any of my prior fortresses, but I haven't played since 0.27.169.33e, so I figured Toady added it at some point between then and now.  But plenty of people have been playing 40d.  I gotta post on the forums to see what's going on.  It can't be a bug.  It happens in such a logical, deliberate way: after four years, tile by tile, muddied floors are turning into muddied sand tiles.--[[User:Maximus|Maximus]] 13:05, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::A search of the forums turned up a handful of similar stories.  So it's not a total fluke, but if it happened on every map, it would be well-known.  I wonder what the underlying factors are?  Muddy tiles + time seem to be an absolute minimum.  Maybe a discovered cave river is needed too (due to the shrub/tree growth it triggers)?--[[User:Maximus|Maximus]] 14:50, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::And here I would tell the same: Underground river? ==&amp;gt; Tower caps grow. They chaange tile material to some (maybe random) soil. Sometimes sand. Happens all the time. In this example saplings appear, get stomped - reveal sand.--[[User:Dorten|Dorten]] 04:29, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::And yet, in a different location where I had mud, sand appeared where there was virtually no traffic for years.  So I'm not sure stomping is a necessary part of the formula.  Needs more testing.--[[User:Maximus|Maximus]] 12:50, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Plants will die on their own, too.  I'm pretty sure a soil tile is exposed after a dead plant rots away, with the game choosing the type of soil based on biome.  If it is near a cave river, this biome seems to be sand.  I have a fort right now with tree farms both near the cave river and not.  The ones near the river have sand, the one not near the river has silt.  There's no mixing and both were made on stone floors; the type of stone doesn't seem to matter either. --[[User:Nillions|nil]]&lt;/div&gt;</summary>
		<author><name>Inoko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17629</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17629"/>
		<updated>2009-03-04T11:13:51Z</updated>

		<summary type="html">&lt;p&gt;Inoko: /* Types of sand for glassmaking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
:At least, that's how it was back in the last version-I doubt they changed it, though.&lt;br /&gt;
:[[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Absence of sand and moods ==&lt;br /&gt;
&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
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I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
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:I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
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::It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
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Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
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:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of sand for glassmaking ==&lt;br /&gt;
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Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
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:Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
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::&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Could we, perhaps, include a newbies guide to sand? Or rather, explain that just because a soil tile is &amp;quot;Sandy Clay&amp;quot; or what-not, that it's not enough, but you need &amp;quot;[Color] Sandy [Tile]?&amp;quot; [[User:Inoko|Inoko]] 22:16, 2 March 2009 (EST)&lt;br /&gt;
:If you want to write a guide to sand, go ahead.  It is a wiki, after all ;).  I think it would be easier to rewrite the second paragraph though, making it clearer that stuff like sandy clay isn't actually sand. --[[User:LegacyCWAL|LegacyCWAL]] 17:20, 3 March 2009 (EST)&lt;br /&gt;
::I updated it some, the second paragraph that is. I don't feel that &amp;quot;How to make bags&amp;quot; should really be there, but since the bag page doesn't have it yet, I left it. I think that this still needs work, but is much clearer. I would like to verify exactly which tiles you can draw sand from and which you can't, as well as how many dwarves can draw sand per furnace. Amusingly I've never had sand on a map I've played, which is why I asked in the first place.&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just {{k|k}} over the banks under it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chrispy|Chrispy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::I don't think this is true, personally. Then again, I hardly ever embark on a river. Heh. --[[User:GreyMario|GreyMario]] 17:18, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure 'digging' is the right word - you may need to pump water for sand.  I just found an underground pool with a sandy bottom on a map otherwise lacking in sand.  Multi-level water pumping?  Gee i'm glad i practiced building under the ocean not too long ago... --[[User:Squirrelloid|Squirrelloid]] 19:02, 22 April 2008 (EDT)&lt;br /&gt;
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::: Yes it's true, I was shocked to discover a piece of black sand next to my undeground river and I know for a fact that there was otherwise no sand on this map because when I embarked I would've brought a glassmaker with me initially. --[[User:Gamli|Gamli]] 01:11, 21 November 2008 (PST)&lt;br /&gt;
::::THAT would be because towercaps change rock to soil when they grow. And sometimes it's sand --[[User:Dorten|Dorten]] 04:25, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Is Sand Ever Available in Caravans? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if I will never have it in this current fortress. --[[User:Ehertlein|Ehertlein]] 07:46, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sadly, no. Caravans don't carry sand and it isn't available as something you can request. I expect Toady will eventually take care of it in an update, but for now you're out of luck. You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map (no sand). --[[User:Janus|Janus]] 08:48, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good to know. I was basically just interested in making some glass windows for an office. --[[User:Ehertlein|Ehertlein]] 09:45, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you don't mind cheating, you could either make your soil sand by raw editing. That's what I do, since finding a small site with sand + underground river + magma pipe + flux + chasm - aquifer - underground pool - cave - salt water is a bit difficult. --[[User:Savok|Savok]] 12:10, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'll work with what I have been given. I have a magma pipe and supposedly an underground river (if the site finder didn't lie to me) so I will work on building some sort of obsidian monstrosity if I get bored. I am too new to DF to worry too much about glass anyways! I can't even keep incoming caravans happy! :) --[[User:Ehertlein|Ehertlein]] 12:43, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::You can always use gems to make windows. Those can potentially be quite a bit more valuable than glass ones anyway. --[[User:Janus|Janus]] 04:27, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map&amp;quot;:  This may be true, but I know through bitter experience that nobles will request glass items on sandless maps.  The Hammerer has not listened to my protests.  :p  --[[User:Ookpik|Ookpik]] 04:50, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sand suddenly appeared ==&lt;br /&gt;
&lt;br /&gt;
I'm on a map that had no sand (and I lost two glassmakers to strange moods because of it); suddenly after several years a large region of yellow sand is turning up near/in my farms, in areas that had formerly just been muddy gabbro/obsidian floor.  It's almost exactly &amp;lt;s&amp;gt;5&amp;lt;/s&amp;gt; 4 years since I first created these farms (and made the ground muddy), and the area has experienced a lot of traffic.  Is this repeatable?  Can any fort get sand if they wait long enough?--[[User:Maximus|Maximus]] 01:03, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a lot of dwarves travel over a square, it will eventually reveal its base layer, so only if your tiles are all based off sand. [[User:Destor|Destor]] 15:12, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was carved-out gabbro, underground.  Not sand at all... at first.--[[User:Maximus|Maximus]] 17:55, 12 October 2008 (EDT)&lt;br /&gt;
:Never been on a map that had sand &amp;lt;i&amp;gt;underneath&amp;lt;/i&amp;gt; gabbro.  When it's deep enough to be gabbro, I've always found rock all the way down from there. [[User:Corona688|Corona688]] 18:29, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[Image:Aut 301 - gabbro.png|thumb|right|Muddy Gabbro Cavern Floor]]&lt;br /&gt;
[[Image:Aut 305 - sand.png|thumb|right|Four years later, same tile: Muddy Yellow sand Cavern Floor]]&lt;br /&gt;
::Okay, then, pics:&lt;br /&gt;
::I've got about 80 yellow sand tiles in this area now.  You can see two of them directly (the yellow ≈s); most of them are Muddy Yellow sand Cavern Floors and appear as brown periods (just like the muddy gabbro floors).  The water in the channel in the upper left is sourced from a brook with sandy clay loam walls, if that makes a difference... although sandy clay loam does not count as &amp;quot;sand&amp;quot; in the game.&lt;br /&gt;
&lt;br /&gt;
::These tiles all started as regular gabbro or obsidian cavern floors, but have been muddy and heavily-trafficked for about four years.  I also have a couple of &amp;quot;Muddy Silty clay cavern floors&amp;quot; in the area, which may be a transitional state before they turn to sand.&lt;br /&gt;
&lt;br /&gt;
::I've never seen sand anywhere else on this map, not even on heavily-trafficked outdoor squares, including those by the brook.  The site chooser mentioned a sandy clay loam layer but no sand.--[[User:Maximus|Maximus]] 03:59, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Follow-up: the same thing happened in my &amp;quot;second&amp;quot; farm in this fortress (I moved everything to a different, more internal location.)  I didn't actually bother to do any farming, however, since I had such a surplus from the first few years of farming.  Tiles that have been muddy for about four years are starting to turn into yellow sand now.  Since I've done no farming on these farms, it's clearly not something caused by heavy traffic.  &lt;br /&gt;
&lt;br /&gt;
I can't believe no one else has ever reported this though -- muddy stone floors turning into muddy sand after a space of four years is pretty dramatic.  This farm was muddied by the cave river, not the &amp;quot;sandy clay loam&amp;quot;-lined brook, so the source of water doesn't seem to be a factor either.&lt;br /&gt;
&lt;br /&gt;
Anyhow, sand, whoo.  And this patch of it is adjacent to my magma kiln, even better.  Been making terrariums and screw pumps with it.--[[User:Maximus|Maximus]] 01:23, 2 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, you can't have &amp;quot;glassmaker mood&amp;quot; if you don't have sand on your map. So the sand must be here from the beginning, but where ? I can't tell you. [[User:Timst|Timst]] 05:53, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::In those cases, though, sand is already there, but hidden under grass or whatever.  In this case, sand &amp;quot;showed up&amp;quot; in areas where nothing but underground stone had been.  Again, I must express my astonishment that no one else has ever reported this.  I never saw it in any of my prior fortresses, but I haven't played since 0.27.169.33e, so I figured Toady added it at some point between then and now.  But plenty of people have been playing 40d.  I gotta post on the forums to see what's going on.  It can't be a bug.  It happens in such a logical, deliberate way: after four years, tile by tile, muddied floors are turning into muddied sand tiles.--[[User:Maximus|Maximus]] 13:05, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::A search of the forums turned up a handful of similar stories.  So it's not a total fluke, but if it happened on every map, it would be well-known.  I wonder what the underlying factors are?  Muddy tiles + time seem to be an absolute minimum.  Maybe a discovered cave river is needed too (due to the shrub/tree growth it triggers)?--[[User:Maximus|Maximus]] 14:50, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::And here I would tell the same: Underground river? ==&amp;gt; Tower caps grow. They chaange tile material to some (maybe random) soil. Sometimes sand. Happens all the time. In this example saplings appear, get stomped - reveal sand.--[[User:Dorten|Dorten]] 04:29, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::And yet, in a different location where I had mud, sand appeared where there was virtually no traffic for years.  So I'm not sure stomping is a necessary part of the formula.  Needs more testing.--[[User:Maximus|Maximus]] 12:50, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Plants will die on their own, too.  I'm pretty sure a soil tile is exposed after a dead plant rots away, with the game choosing the type of soil based on biome.  If it is near a cave river, this biome seems to be sand.  I have a fort right now with tree farms both near the cave river and not.  The ones near the river have sand, the one not near the river has silt.  There's no mixing and both were made on stone floors; the type of stone doesn't seem to matter either. --[[User:Nillions|nil]]&lt;/div&gt;</summary>
		<author><name>Inoko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16255</id>
		<title>40d:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16255"/>
		<updated>2009-03-04T11:12:17Z</updated>

		<summary type="html">&lt;p&gt;Inoko: /* Sand in fortress mode */  Rewrite, with added information, as well as condensed other information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sand''' is a naturally occurring granular material composed of small bits of [[rock]] and minerals. There are five different colors of sand &amp;amp;ndash; tan, yellow, white, black, and red &amp;amp;ndash; but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass Industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is occasionally found in other [[biome]]s as well. &lt;br /&gt;
&lt;br /&gt;
Sandy clay, sandy clay loam, sandy loam, and loamy sand are not considered sand by the game and thus cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, stone floors where a [[tower-cap]] or shrub grows will turn into a random soil type, which will sometimes be sand.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Sand in fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Sand is used in the production of [[glass]] items at a [[glass furnace]]. To collect sand, first locate some appropriate sandy tiles. They will appear as &amp;quot;[Color] Sandy [Tile]&amp;quot;{{Verify}} when inspected with the loo{{k|k}} tool. Next, set an activity zone over the sandy tiles by pressing {{k|i}} and then designating the sandy tiles as an activity zone. Once you've done this, activate sand collection by pressing {{k|s}}; however, this will not yet result in any sand being collected. You must build a [[glass furnace]] and activate the collect sand task. Each Dwarf collecting sand will require a [[bag]], and only one dwarf will collect sand per furnace{{verify}}. Sand collection is considered part of the &amp;quot;Item Hauling&amp;quot; [[labor]].&lt;br /&gt;
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Filled bags of sand are considered [[furniture]] and require the &amp;quot;Furniture Hauling&amp;quot; labor to move. Sand bags are stored in furniture [[stockpile]]s. Collected sand is listed under [[powder]] on the [[stocks]] menu.&lt;br /&gt;
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To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only &amp;quot;sand bags&amp;quot; enabled (this is selected via the {{k|u}} key in the furniture/siege ammo submenu of the stockpile settings menu). It may be useful to construct several glass furnaces (non-magma is easier) and have several &amp;quot;collect sand&amp;quot; jobs queued on them at the same time, so that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.&lt;br /&gt;
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== Farming ==&lt;br /&gt;
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As all sand types are [[soil]]s, [[farm plot]]s can be built on them without need for irrigation.&lt;br /&gt;
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==Strange Moods==&lt;br /&gt;
A immigrant glass maker will occasionally request glass on a sand-less map. Normally you wont have anyone with the glass-making skill but immigrants do come with it sometimes. The best way to deal with this is to train them higher in an other [[Strange_mood#Skills_and_workshops|applicable skill]] to avoid moody glass makers or you´ll just let the dwarf die. Cheating would help either situation. Add [SOIL_SAND] to any soil you do have, in the object raw's.&lt;br /&gt;
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[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Inoko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17627</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17627"/>
		<updated>2009-03-03T03:16:37Z</updated>

		<summary type="html">&lt;p&gt;Inoko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
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:You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
:At least, that's how it was back in the last version-I doubt they changed it, though.&lt;br /&gt;
:[[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
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::It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
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== Absence of sand and moods ==&lt;br /&gt;
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Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
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:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
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I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
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:I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
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::It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
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Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
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:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
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== Types of sand for glassmaking ==&lt;br /&gt;
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Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
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:Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
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::&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
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Could we, perhaps, include a newbies guide to sand? Or rather, explain that just because a soil tile is &amp;quot;Sandy Clay&amp;quot; or what-not, that it's not enough, but you need &amp;quot;[Color] Sandy [Tile]?&amp;quot; [[User:Inoko|Inoko]] 22:16, 2 March 2009 (EST)&lt;br /&gt;
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== digging for sand ==&lt;br /&gt;
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In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
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:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just {{k|k}} over the banks under it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chrispy|Chrispy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::I don't think this is true, personally. Then again, I hardly ever embark on a river. Heh. --[[User:GreyMario|GreyMario]] 17:18, 22 April 2008 (EDT)&lt;br /&gt;
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::: I'm not sure 'digging' is the right word - you may need to pump water for sand.  I just found an underground pool with a sandy bottom on a map otherwise lacking in sand.  Multi-level water pumping?  Gee i'm glad i practiced building under the ocean not too long ago... --[[User:Squirrelloid|Squirrelloid]] 19:02, 22 April 2008 (EDT)&lt;br /&gt;
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::: Yes it's true, I was shocked to discover a piece of black sand next to my undeground river and I know for a fact that there was otherwise no sand on this map because when I embarked I would've brought a glassmaker with me initially. --[[User:Gamli|Gamli]] 01:11, 21 November 2008 (PST)&lt;br /&gt;
::::THAT would be because towercaps change rock to soil when they grow. And sometimes it's sand --[[User:Dorten|Dorten]] 04:25, 21 November 2008 (EST)&lt;br /&gt;
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== Is Sand Ever Available in Caravans? ==&lt;br /&gt;
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Just wondering if I will never have it in this current fortress. --[[User:Ehertlein|Ehertlein]] 07:46, 22 August 2008 (EDT)&lt;br /&gt;
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:Sadly, no. Caravans don't carry sand and it isn't available as something you can request. I expect Toady will eventually take care of it in an update, but for now you're out of luck. You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map (no sand). --[[User:Janus|Janus]] 08:48, 22 August 2008 (EDT)&lt;br /&gt;
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::Good to know. I was basically just interested in making some glass windows for an office. --[[User:Ehertlein|Ehertlein]] 09:45, 22 August 2008 (EDT)&lt;br /&gt;
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:::If you don't mind cheating, you could either make your soil sand by raw editing. That's what I do, since finding a small site with sand + underground river + magma pipe + flux + chasm - aquifer - underground pool - cave - salt water is a bit difficult. --[[User:Savok|Savok]] 12:10, 22 August 2008 (EDT)&lt;br /&gt;
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::::I'll work with what I have been given. I have a magma pipe and supposedly an underground river (if the site finder didn't lie to me) so I will work on building some sort of obsidian monstrosity if I get bored. I am too new to DF to worry too much about glass anyways! I can't even keep incoming caravans happy! :) --[[User:Ehertlein|Ehertlein]] 12:43, 22 August 2008 (EDT)&lt;br /&gt;
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:::::You can always use gems to make windows. Those can potentially be quite a bit more valuable than glass ones anyway. --[[User:Janus|Janus]] 04:27, 23 August 2008 (EDT)&lt;br /&gt;
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:: &amp;quot;You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map&amp;quot;:  This may be true, but I know through bitter experience that nobles will request glass items on sandless maps.  The Hammerer has not listened to my protests.  :p  --[[User:Ookpik|Ookpik]] 04:50, 12 October 2008 (EDT)&lt;br /&gt;
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== Sand suddenly appeared ==&lt;br /&gt;
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I'm on a map that had no sand (and I lost two glassmakers to strange moods because of it); suddenly after several years a large region of yellow sand is turning up near/in my farms, in areas that had formerly just been muddy gabbro/obsidian floor.  It's almost exactly &amp;lt;s&amp;gt;5&amp;lt;/s&amp;gt; 4 years since I first created these farms (and made the ground muddy), and the area has experienced a lot of traffic.  Is this repeatable?  Can any fort get sand if they wait long enough?--[[User:Maximus|Maximus]] 01:03, 12 October 2008 (EDT)&lt;br /&gt;
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If a lot of dwarves travel over a square, it will eventually reveal its base layer, so only if your tiles are all based off sand. [[User:Destor|Destor]] 15:12, 12 October 2008 (EDT)&lt;br /&gt;
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:It was carved-out gabbro, underground.  Not sand at all... at first.--[[User:Maximus|Maximus]] 17:55, 12 October 2008 (EDT)&lt;br /&gt;
:Never been on a map that had sand &amp;lt;i&amp;gt;underneath&amp;lt;/i&amp;gt; gabbro.  When it's deep enough to be gabbro, I've always found rock all the way down from there. [[User:Corona688|Corona688]] 18:29, 12 October 2008 (EDT)&lt;br /&gt;
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::[[Image:Aut 301 - gabbro.png|thumb|right|Muddy Gabbro Cavern Floor]]&lt;br /&gt;
[[Image:Aut 305 - sand.png|thumb|right|Four years later, same tile: Muddy Yellow sand Cavern Floor]]&lt;br /&gt;
::Okay, then, pics:&lt;br /&gt;
::I've got about 80 yellow sand tiles in this area now.  You can see two of them directly (the yellow ≈s); most of them are Muddy Yellow sand Cavern Floors and appear as brown periods (just like the muddy gabbro floors).  The water in the channel in the upper left is sourced from a brook with sandy clay loam walls, if that makes a difference... although sandy clay loam does not count as &amp;quot;sand&amp;quot; in the game.&lt;br /&gt;
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::These tiles all started as regular gabbro or obsidian cavern floors, but have been muddy and heavily-trafficked for about four years.  I also have a couple of &amp;quot;Muddy Silty clay cavern floors&amp;quot; in the area, which may be a transitional state before they turn to sand.&lt;br /&gt;
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::I've never seen sand anywhere else on this map, not even on heavily-trafficked outdoor squares, including those by the brook.  The site chooser mentioned a sandy clay loam layer but no sand.--[[User:Maximus|Maximus]] 03:59, 13 October 2008 (EDT)&lt;br /&gt;
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Follow-up: the same thing happened in my &amp;quot;second&amp;quot; farm in this fortress (I moved everything to a different, more internal location.)  I didn't actually bother to do any farming, however, since I had such a surplus from the first few years of farming.  Tiles that have been muddy for about four years are starting to turn into yellow sand now.  Since I've done no farming on these farms, it's clearly not something caused by heavy traffic.  &lt;br /&gt;
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I can't believe no one else has ever reported this though -- muddy stone floors turning into muddy sand after a space of four years is pretty dramatic.  This farm was muddied by the cave river, not the &amp;quot;sandy clay loam&amp;quot;-lined brook, so the source of water doesn't seem to be a factor either.&lt;br /&gt;
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Anyhow, sand, whoo.  And this patch of it is adjacent to my magma kiln, even better.  Been making terrariums and screw pumps with it.--[[User:Maximus|Maximus]] 01:23, 2 November 2008 (EDT)&lt;br /&gt;
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:::Hmm, you can't have &amp;quot;glassmaker mood&amp;quot; if you don't have sand on your map. So the sand must be here from the beginning, but where ? I can't tell you. [[User:Timst|Timst]] 05:53, 2 November 2008 (EST)&lt;br /&gt;
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::::In those cases, though, sand is already there, but hidden under grass or whatever.  In this case, sand &amp;quot;showed up&amp;quot; in areas where nothing but underground stone had been.  Again, I must express my astonishment that no one else has ever reported this.  I never saw it in any of my prior fortresses, but I haven't played since 0.27.169.33e, so I figured Toady added it at some point between then and now.  But plenty of people have been playing 40d.  I gotta post on the forums to see what's going on.  It can't be a bug.  It happens in such a logical, deliberate way: after four years, tile by tile, muddied floors are turning into muddied sand tiles.--[[User:Maximus|Maximus]] 13:05, 2 November 2008 (EST)&lt;br /&gt;
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::::A search of the forums turned up a handful of similar stories.  So it's not a total fluke, but if it happened on every map, it would be well-known.  I wonder what the underlying factors are?  Muddy tiles + time seem to be an absolute minimum.  Maybe a discovered cave river is needed too (due to the shrub/tree growth it triggers)?--[[User:Maximus|Maximus]] 14:50, 2 November 2008 (EST)&lt;br /&gt;
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:::::And here I would tell the same: Underground river? ==&amp;gt; Tower caps grow. They chaange tile material to some (maybe random) soil. Sometimes sand. Happens all the time. In this example saplings appear, get stomped - reveal sand.--[[User:Dorten|Dorten]] 04:29, 21 November 2008 (EST)&lt;br /&gt;
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::::::And yet, in a different location where I had mud, sand appeared where there was virtually no traffic for years.  So I'm not sure stomping is a necessary part of the formula.  Needs more testing.--[[User:Maximus|Maximus]] 12:50, 21 November 2008 (EST)&lt;br /&gt;
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:::::::Plants will die on their own, too.  I'm pretty sure a soil tile is exposed after a dead plant rots away, with the game choosing the type of soil based on biome.  If it is near a cave river, this biome seems to be sand.  I have a fort right now with tree farms both near the cave river and not.  The ones near the river have sand, the one not near the river has silt.  There's no mixing and both were made on stone floors; the type of stone doesn't seem to matter either. --[[User:Nillions|nil]]&lt;/div&gt;</summary>
		<author><name>Inoko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16254</id>
		<title>40d:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16254"/>
		<updated>2009-03-03T03:14:49Z</updated>

		<summary type="html">&lt;p&gt;Inoko: /* Strange Mood's */  Grammar: Appostrophe is not the correct way to denote plural on Strange Mood.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sand''' is a naturally occurring granular material composed of small bits of [[rock]] and minerals. There are five different colors of sand &amp;amp;ndash; tan, yellow, white, black, and red &amp;amp;ndash; but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass Industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is occasionally found in other [[biome]]s as well. &lt;br /&gt;
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Sandy clay, sandy clay loam, sandy loam, and loamy sand are not considered sand by the game and thus cannot be used for glassmaking.&lt;br /&gt;
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Due to a bug, stone floors where a [[tower-cap]] or shrub grows will turn into a random soil type, which will sometimes be sand.{{verify}}&lt;br /&gt;
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== Sand in fortress mode ==&lt;br /&gt;
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Sand is used in the production of [[glass]] items at a [[glass furnace]]. Dwarves with the item hauling labor turned on use [[bag]]s to collect sand from sand tiles if there is an [[activity zone]] that has sand collection enabled on them. There is no other way to obtain sand. To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. While the bags are being procured, press {{k|i}} at the main menu to bring up the [[activity zone]] designation screen. Find some sand on your map and draw the zone over it. Once this zone is constructed, make sure to turn it into a sand collection zone by pressing {{k|s}}. Next, construct a [[glass furnace]]. You cannot do the collect sand task without a glass furnace to activate the task at. Once the building is constructed and your bag is finished, queue up a sand collection task and your dwarves will begin collecting sand.&lt;br /&gt;
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It may be useful to construct several glass furnaces (non-magma is easier) and have several &amp;quot;collect sand&amp;quot; jobs queued on them at the same time, so that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.  Collecting sand requires the &amp;quot;item hauling&amp;quot; labor.  Moving filled sand bags requires the &amp;quot;furniture hauling&amp;quot; labor.  To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only &amp;quot;sand bags&amp;quot; enabled (this is selected via the {{k|u}} key in the furniture/siege ammo submenu of the stockpile settings menu).&lt;br /&gt;
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Sand bags are stored in [[furniture]] [[stockpile]]s. When customizing stockpiles, the option to include or exclude sand-filled bags can be found in the lower right corner of the Furniture sub-menu. You will need to set the stockpile to accept the quality of the bags themselves. Collected sand is listed under [[powder]] on the [[stocks]] menu.&lt;br /&gt;
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== Farming ==&lt;br /&gt;
&lt;br /&gt;
As all sand types are [[soil]]s, [[farm plot]]s can be built on them without need for irrigation.&lt;br /&gt;
&lt;br /&gt;
==Strange Moods==&lt;br /&gt;
A immigrant glass maker will occasionally request glass on a sand-less map. Normally you wont have anyone with the glass-making skill but immigrants do come with it sometimes. The best way to deal with this is to train them higher in an other [[Strange_mood#Skills_and_workshops|applicable skill]] to avoid moody glass makers or you´ll just let the dwarf die. Cheating would help either situation. Add [SOIL_SAND] to any soil you do have, in the object raw's.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Inoko</name></author>
	</entry>
</feed>