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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Shell&amp;diff=123372</id>
		<title>v0.31 Talk:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Shell&amp;diff=123372"/>
		<updated>2010-08-02T02:38:28Z</updated>

		<summary type="html">&lt;p&gt;Bungler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a stockpile for shells currently?--[[User:Albedo|Albedo]] 21:16, 5 April 2010 (UTC)&lt;br /&gt;
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I currently have &amp;quot;turtle&amp;quot; in my ingredients list, and am getting error messages if I try to &amp;quot;extract&amp;quot; at a fishery.  I did some poking around the RAWs and the stockpile options, and apparently &amp;quot;shell&amp;quot; is treated much like a special kind of bone now.  It's a type of inedible tissue that turtles have.  You can find it in refuse piles, like bones.  If you wanted a custom shell stockpile, you might make a refuse pile that is set to only accept turtle remains.  I wonder if butcher shops can separate animal materials...  Hope this helps.  [[User:Theothersteve7|Theothersteve7]] 19:25, 10 April 2010 (UTC)&lt;br /&gt;
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:: I had 3 turtles, but it was impossible to buthcer them at fishery. Eventually took the savegame raws and added shell to hooves (method 2). Saved my second shell-moody dorf ^^ [[Special:Contributions/90.191.16.52|90.191.16.52]] 18:53, 11 June 2010 (UTC)&lt;br /&gt;
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All our current rescourses of shells are water animals. We really need an land animal that has a shell. Like a giant cave snail or something like that.--[[User:Niggy|Niggy]] 08:47, 14 June 2010 (UTC)&lt;br /&gt;
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::If you're not averse to modding, there's a couple of custom domestic animals you can use.   If I'm allowed advertise my own creation, there's the Dwarven honey beetles[http://www.bay12forums.com/smf/index.php?topic=59353.0].  There's also the Dwarven pig[http://www.bay12forums.com/smf/index.php?topic=53533.0].  A giant cave snail is a good idea, though.  I might add those, too... [[User:ObliqueFault|ObliqueFault]] 22:40, 16 June 2010 (UTC)&lt;br /&gt;
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== Bugs with shells/bone carvers? ==&lt;br /&gt;
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I had an odd thing happen with a bone carver.  He went into a strange mood and produced an artifact at a craftsdwarf shop, but it turned out to be an iron item, an &amp;quot;iron figurine.&amp;quot; (decorated with shell) The bone carver became a legendary bone carver.&lt;br /&gt;
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More importantly, making shell objects seems to result in nothing, only an unchanged shell left behind. Has anyone else had either of these problems, or is it just me?&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
Just prior to the release of 0.31.11 Toady posted the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;07/13/2010: [...] Shell crafts and other shell objects should work for next time. Artifacts made from body parts (shells, bone, etc.) should get the right material. &amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Can we get confirmation on this? [[User:Bungler|Bungler]] 02:38, 2 August 2010 (UTC)&lt;br /&gt;
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== Crash problem ==&lt;br /&gt;
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If I try either of the two methods of getting shells for moods listed in the page, my game crashes just after i load the save. Anybody knows why? --[[Special:Contributions/151.49.233.194|151.49.233.194]] 12:32, 19 May 2010 (UTC)&lt;br /&gt;
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Ok, it crashes even if delete every modification... Damn, this is the last time I try to mod anything... --[[Special:Contributions/151.49.233.194|151.49.233.194]] 12:37, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I tried the same thing, and had the game crash on load (.05). I copied the RAW folder back across from one of my backup saves (to both the DF and save folders) and it continued to crash. However, loading the backup copy did work. Therefore I'm assuming that this is an intentional crash when the modification date of the RAW files in a save are different then expected.&lt;br /&gt;
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=Shell Side Effect?=&lt;br /&gt;
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I used these instructions to give my fort's dogs shells. Though I've yet to see if it works, I can say that it made all of their blood turn pink. Loo[k]ing at it, it says &amp;quot;a spattering of dog n/a.&lt;/div&gt;</summary>
		<author><name>Bungler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=119912</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=119912"/>
		<updated>2010-07-01T03:45:12Z</updated>

		<summary type="html">&lt;p&gt;Bungler: &lt;/p&gt;
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&lt;div&gt;Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
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It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;br /&gt;
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==Vermin in caravans?==&lt;br /&gt;
I wanted to release the bought warthogs out of their cages, tame bats and fluffy wabblers were in my list. I haven´t catched any vermins yet, so I put them in that cage, too.  When I looked at the (elven) caravan they &amp;quot;stole&amp;quot; the vermins from them. Anyone has seen this, too?&lt;br /&gt;
:I can confirm that elven caravans offer cages containing vermin. This vermin isn't shown in thr trade screen list, unless you view these cages separately. This vermin is ''not'' shown in your animal list of the status screen (hit {{k|z}} and then {{k|return}} to get there). It ''is'', however, shown in the list of creatures assignable to a cage. (hit {{k|q}}, select a cage, hit {{k|a}}, and there they are.) --[[User:Doub|Doub]] 17:47, 2 May 2010 (UTC)&lt;br /&gt;
::I agree.  The cages are not labeled as anything but normal cages.  However, if you view the item in the trade depot screen ({k|v} when highlighting the &amp;quot;empty&amp;quot; cage) the vermin will be shown as a content.--[[User:Kwieland|Kwieland]] 16:29, 19 May 2010 (UTC)&lt;br /&gt;
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==No Wagons with Caravans==&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
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::Yes, Wagons are out for now. This is most likely a bug as the access check screen is still in. Hm..or not? --[[User:Birthright|Birthright]] 20:00, 14 April 2010 (UTC)&lt;br /&gt;
:::They're still in the raws - see creature_equipment.txt. --[[User:Quietust|Quietust]] 21:11, 14 April 2010 (UTC)&lt;br /&gt;
::::It still checks if a wagon could make it to the dapot, but for me a caravan (Without wagons obviously) went through a two-wide tunnel[[User:GiantTiger11|GiantTiger11]] 08:01, 24 April 2010 (UTC)&lt;br /&gt;
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== late caravan ==&lt;br /&gt;
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The caravan used to arrive for me at exactly mid-autumn. I got my caravan in the new version at just a few days before autumn ended.  Is this the case with everyone? [[User:Greep|Greep]] 03:56, 17 April 2010 (UTC)&lt;br /&gt;
:can confirm, caravans now always come late. --[[User:Confused|Confused]] 14:08, 17 April 2010 (UTC)&lt;br /&gt;
::maybe this is intentional as a &amp;quot;delay&amp;quot; from where they travel from? --[[User:Eroing|Eroing]] 17:41, 17 April 2010 (CET)&lt;br /&gt;
:::It's &amp;lt;s&amp;gt;my first Mid-Winter&amp;lt;/s&amp;gt; the spring of the year after embarking now and i haven't seen just a wheel. Should I begin to worry? --[[User:Gnarker|Gnarker]] 11:37, 30 May 2010 (CEST)&lt;br /&gt;
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== Merchants going underground. ==&lt;br /&gt;
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I just had a dwarven caravan leave the fortress through an underground edge of the map. Spawned from the top though.--[[User:Droid|Droid]] 04:07, 21 April 2010 (UTC)&lt;br /&gt;
: In my fortress even an elven caravan took the way through the caverns! --[[User:Doub|Doub]] 07:57, 24 April 2010 (UTC)&lt;br /&gt;
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== Multiple Trade Depots ==&lt;br /&gt;
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Has there been any change for this?&lt;br /&gt;
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== Traders Starve? ==&lt;br /&gt;
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&amp;quot;If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.&amp;quot; &lt;br /&gt;
Is this correct? Traders can starve? Or do they only gain the ability to starve when insane?&lt;br /&gt;
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== First Caravan Brings Nothing? ==&lt;br /&gt;
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I've had this happen twice, where the dwarven caravan brings a whole lot of nothing. Is this to be expected? I generaqlly give them something nyways, in hope that the next year will be better.&lt;br /&gt;
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== No Dwarven Caravan ==&lt;br /&gt;
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I'm in mid-summer of my third year and the only caravans I have been getting have been elven ones once a year. I Still haven't had a dwarven caravan show up ever. In the Civ screen it says that there are no important people in the civ.&lt;br /&gt;
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My first year I got 7 migrants in total and haven't got any since. Does this mean my parent civ has been eradicated?&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:13, 16 June 2010 (UTC)&lt;br /&gt;
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== Caravan leaving through cave ==&lt;br /&gt;
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I just had a caravan leave through a cave. I had a clear path to a ground exit from my trade depot, even for wagons. This was not the case for the cave level, as it was only reachable by stairs. I don't know if this is a bug or not. Strange, anyhow. /[[User:Josj|Josj]] 06:20, 28 June 2010 (UTC)&lt;br /&gt;
:Probably not a bug, as such.  Firstly, because caravans don't currently use wagons, but only pack animals, they can path up and down stairs.  Secondly... they probably picked the shortest path to an exit, and that just happened to be the cave level.  Was the ground exit on the other side of the screen, or temporarily blocked by a drawbridge or something? --[[User:DeMatt|DeMatt]] 18:24, 28 June 2010 (UTC)&lt;br /&gt;
::The ground exit was quite close--about a screen away from the depot. It could've been temporarily blocked by a barrage of haulers or something. I don't quite remember. But it would have had to be blocked as they went down some fifty levels or so. Even if the caravan used my traffic designations (which I don't believe they do) that wouldn't have been a closer route. It makes me wonder if it's possible for the caravans to appear in the caves.  /[[User:Josj|Josj]] 19:00, 28 June 2010 (UTC)&lt;br /&gt;
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== Forbidden Depots ==&lt;br /&gt;
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I used the ' d:b:f ' command to forbid all items on my depot so that they would not have to haul all the stuff back, subsequently forbidding the 3 pieces mahogany that made up the depot itself. When the human caravan showed up, the game gave me a message that said they need a depot to trade at. I used the ' t ' command to unforbid each piece, and they instantly started to move to it. This might be worth mentioning as a troubleshooter, or something, if I can get confirmation on it. --[[User:Bungler|Bungler]] 03:45, 1 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bungler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119843</id>
		<title>v0.31 Talk:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119843"/>
		<updated>2010-06-30T03:05:58Z</updated>

		<summary type="html">&lt;p&gt;Bungler: &lt;/p&gt;
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&lt;div&gt;There is also sometimes an Unnamed civilization, such as &amp;quot;Unnamed Amphibian man civilization&amp;quot; in DF2010. Don't yest have any info on it.&lt;br /&gt;
I have a screenshot but nowhere to upload it to. --[[User:Bungler|Bungler]] 03:05, 30 June 2010 (UTC)&lt;br /&gt;
:there is. and there should probably be a little sub-section to state this; it's quite spooky seeing &amp;quot;unnamed amphibian man civilisation&amp;quot; for the first time.. lol. what are the different kinds of them anyone has seen? perhaps a list (or atleast a couple of examples) of different 'unnamed civs' would be good?--[[User:DJ Devil|DJ Devil]] 12:19, 21 June 2010 (UTC)&lt;br /&gt;
:i shall start&lt;br /&gt;
* amphibian man&lt;br /&gt;
* serpent man&lt;br /&gt;
* cave swallow man&lt;br /&gt;
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Animal civilizations are the only ones to spawn underground.&lt;br /&gt;
What happends if you add the cavern biome tag to a civ? Will it make towns underground? --[[User:Niggy|Niggy]] 18:10, 4 June 2010 (UTC)&lt;br /&gt;
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*Cave fish man can also be added to the list. Poor buggers with wooden weapons. Usually destroyed by angry forgotten beasts by year 3.&lt;br /&gt;
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==lack of surrounding civilisations==&lt;br /&gt;
how come i can never find a suitable location with anything other than dwarven civilisations surrounding me? even after multiple restarts? well.. that and the occasional 'unnamed amphibian man civilisation', which seems pretty useless. is there something really obvious i keep missing? i even check before i embark that human, elven and goblin civs are there, but none of them ever show up when i start the game, and hit the 'show [c]ivilisations' button - it only shows the dwarven one my outpost was created from :/  why is this? and how can i ensure i get a site with them all there?--[[User:DJ Devil|DJ Devil]] 15:11, 22 June 2010 (UTC)&lt;br /&gt;
:They don't show until they interact with you - humans and elves, by sending a caravan, while goblins send a kidnapper or an ambush squad. --[[User:DeMatt|DeMatt]] 16:01, 22 June 2010 (UTC)&lt;br /&gt;
i see.. and does that always happen? or do sometimes they not bother? 'cause my last fort became awfully stale with no humans, elves or goblins around.. :(  granted, i didnt pay much attention to who was listed when i started (hence i'm checking religiously now), but i wasnt in an extreme place where none of them could possibly be.--[[User:DJ Devil|DJ Devil]] 16:24, 22 June 2010 (UTC)&lt;br /&gt;
:It's quite possible you were on an island and didn't notice. Dwarves will show up anywhere you embark - everybody else requires a land connection.  I've noticed that, on Medium maps at least, the humans tend to destroy or outbreed any goblin or elven civilizations.  Took a bit of effort to find a map that had all three (with actual goblins and elves in the civs), and on it there's one island with nobody, and one island with just humans and dwarves.  Big islands, too, we're talking a total of two-thirds of the land area between them.  The remainder has humans/goblins/elves, but no dwarves present.&amp;lt;br /&amp;gt;&lt;br /&gt;
:As far as I know, if they're present on the Neighbors screen during embark, then they'll try to interact with you, as per their relationship with your parent civ.  So yeah, expect an elven caravan in late spring of the second year, a human caravan in late summer, and goblin thieves to start showing up at around that time too. --[[User:DeMatt|DeMatt]] 06:23, 27 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bungler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=118836</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=118836"/>
		<updated>2010-06-17T05:34:56Z</updated>

		<summary type="html">&lt;p&gt;Bungler: /* Materials in hospitals */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page.&lt;/div&gt;</summary>
		<author><name>Bungler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=116195</id>
		<title>v0.31 Talk:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=116195"/>
		<updated>2010-05-31T23:15:55Z</updated>

		<summary type="html">&lt;p&gt;Bungler: Unnamed Civilization&lt;/p&gt;
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&lt;div&gt;There is also sometimes an Unnamed civilization, such as &amp;quot;Unnamed Amphibian man civilization&amp;quot; in DF2010. Don't yest have any info on it.&lt;br /&gt;
I have a screenshot but nowhere to upload it to.&lt;/div&gt;</summary>
		<author><name>Bungler</name></author>
	</entry>
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