You can easily remove the grass and prevent it from growing back by building a paved road ( b- o) over the grass the paved road will not prevent the sand from being collected. Grass, saplings and shrubs can grow on sand, which causes the underlying sand to be temporarily unavailable for collection, giving the message "Urist McBagger cancels Collect Sand: Sand vanished" if the job is in progress, or "Urist McBagger cancels Collect Sand: Need valid, active sand collection zone" if the job is new. Sand, unlike normal soil, is always depicted using the ≈ and ~ symbols and cannot be furrowed, thus causing unpaved sand roads to be covered in grass and vegetation much more quickly. In the case of mountains, however, the same type of soil can also be revealed on the surface by clearing away the initial layer of grass (which will not regrow once removed). Although certain biomes lack soil layers altogether (such as mountains and glaciers), their geology data still contains at least one soil type which may be a type of sand. When an underground tree grows on a muddy stone floor tile (after discovering a cavern) and is either trampled or cut down, the floor tile turns into a soil type appropriate to the biome. Sandy clay, sandy clay loam, sandy loam, and loamy sand are not considered sand by the game and thus cannot be used for glassmaking. Sand typically appears in deserts and along ocean beaches, but is often found in other biomes as well. There are five different colors of sand – yellow sand, white sand, black sand, red sand, and tan sand – but their only difference is their appearance on the ground, as there is no difference between them for purposes of glassmaking. Sand can also be used to make glass (see below). As all sand types are soils, above ground farm plots can be built on them without need for irrigation. Sand is one of the many specific types of soil that can be found in Dwarf Fortress.
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