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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=127614</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=127614"/>
		<updated>2010-09-15T17:33:13Z</updated>

		<summary type="html">&lt;p&gt;Cjfoster: /* Fell {{verify}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a {{L|legendary artifact}} and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see {{L|status icons}}).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate {{L|labor}} designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain {{L|legendary}} (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is {{L|Announcement|announced}}; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in {{L|experience}}.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell {{verify}} ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a {{L|butcher's shop}} or a {{L|tanner's shop}}. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf {{L|leather}} or {{L|bone}}. Once the artifact is completed, the fell dwarf will become a legendary {{L|bone carver}} or {{L|leatherworker}}. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal{{verify}}, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw {{l|turtle|turtles}}, mussels, or lobsters at a fishery. That is, you must be able to fish them at your site, there is no way of trading for them. (version .31.12 should have much fewer shell requests.)&lt;br /&gt;
* Should the claimed workshop be a {{L|magma forge}} and loses power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will turn {{L|insane}}. Should the forge be in danger of getting unpowered soon, you should better forbid it before it is claimed and construct a conventional forge for the dwarf to use (the dwarf won't require fuel).&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
* Glassmaker Dwarves will not use Magma Glass Furnaces, only regular glass furnaces. &amp;lt;sup&amp;gt;may not be bug&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{version|0.31.10}}&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the Planepacked glitch.&lt;br /&gt;
* Moody dwarves will not claim workshops whose building materials have been forbidden.  This is usually the result of mass-forbidding every piece of low-value rock in an attempt to ensure valuable artifacts.  You can check whether a workshop's materials are forbidden with the i{{K|t}}ems command: the building materials are at the top of the list and will be purple if forbidden, cyan if not.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  {{L|Forbidden}} items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding {{L|economic stone}}. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - moody {{L|metalsmith}}s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal, though mining {{L|raw adamantine}} may cause them to insist on wafers of adamantine metal instead{{verify}}.&lt;br /&gt;
&lt;br /&gt;
As of DF2010, burrows seem to allow even better control over moody dwarfs' material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone}}&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone {{L|block}}&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal {{L|bar}}&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green {{L|glass}}&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}{{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (plant fiber)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bones}} or {{L|Shell}}{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, and they are actually asking for one of several objects. &amp;lt;sup&amp;gt;(Disputed -- [[DF2010 Talk:Strange mood|Discuss]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} or {{L|Magma glass furnace}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leatherworks}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Tanner's shop}} or {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a {{L|craftsdwarf's workshop}} and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of {{L|chalk}} and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an {{L|obsidian}} {{L|bed}}, {{L|ruby}} {{L|floodgate}}, or turtle {{L|shell}} {{L|cage}}.&lt;br /&gt;
&lt;br /&gt;
Once created, most {{L|artifact}}s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value {{L|noble}} rooms. Artifact weapons in {{L|weapon trap}}s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.&lt;br /&gt;
&lt;br /&gt;
Unless the mood was a Possession, the dwarf will gain 20,000 points of experience in the skill used to produce the artifact, enough to boost them to Legendary.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Cjfoster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=127414</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=127414"/>
		<updated>2010-09-11T06:05:26Z</updated>

		<summary type="html">&lt;p&gt;Cjfoster: /* Surroundings */&lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
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'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after {{L|World generation|generating a world}}), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civ is too small, you will first recognize after the 2nd winter that you won't get more immigrants, which can be very, VERY DISAPPOINTING]. Your home civilization will need more than one dwarven place on the map.&lt;br /&gt;
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[[File:Embark.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being three views of the land at three different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location.  &lt;br /&gt;
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The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory, the size of your save files, and correspondingly, will dramatically affect the save and load times for your map, potentially make pathfinding more resource-intensive, and may generally slow your game down.  As such, smaller maps are recommended, especially for less powerful computers.  Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
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=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. &lt;br /&gt;
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In the above image, the biome is &amp;quot;Temperate Broadleaf Forest&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Oily Forest&amp;quot;. &lt;br /&gt;
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Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
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Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}.&lt;br /&gt;
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==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
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The climate is displayed as &amp;quot;Temperature: Hot&amp;quot; in the above image.&lt;br /&gt;
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Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.  Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
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==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Tree|trees}} and {{L|Shrub|shrubs}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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Seen in the above image as &amp;quot;Trees: Heavily Forested&amp;quot; and &amp;quot;Other Vegetation: Thick&amp;quot;.&lt;br /&gt;
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Trees are useful for the {{L|wood}} they provide, and wood is a basic building material, important for being the only material that beds can be made of, and, as metal bins and barrels require three times as much of less common metal resources as wood bins and barrels do, they are preferred materials for that, as well.  Wood is also a renewable source for {{L|charcoal}}, the {{L|fuel}} used in forges to make metal products in smelters or forges that are not magma-powered, and is needed to make steel even when you have magma forges.  Wood is finally also useful in making {{L|potash}} for soap or fertilizing farms.&lt;br /&gt;
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In spite of wood's many uses, it is entirely possible to play in this version without any trees in your biomes, as trees can be farmed in muddied underground areas regardless of how barren the surface is.  Due to the inexpensive nature of wood, it is possible to simply embark with enough wood to last until you are ready to set up tree farming operations underground.  Wood is also a common good that elves, humans, and dwarves alike will sell to you.  &lt;br /&gt;
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Shrubs can provide some quick food through the {{L|herbalism}} skill, {{L|still|brewable materials}}, and {{L|seeds}} for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
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==== Surroundings ====&lt;br /&gt;
main article: {{L|surroundings}}&lt;br /&gt;
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Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
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The surroundings of the example image are listed as, &amp;quot;Surroundings: Calm&amp;quot;.&lt;br /&gt;
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Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. &lt;br /&gt;
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There are two axis for surroundings: Savagery and alignment.  Calm and neutral savagery are functionally identical.  Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals, for example you might have a {{L|Tigerman}} instead of &amp;quot;merely&amp;quot; a {{L|tiger}} in a savage jungle. &lt;br /&gt;
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Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like {{L|pixie}}s, {{L|fluffy wambler}}s, or {{L|unicorn}}s, and are generally no more dangerous than neutral biomes.  Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
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It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
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==== Layers ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Layer}}, {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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At the bottom right of the biome view is the data on stone layers, displaying the top eight layers of stone or soil.  &lt;br /&gt;
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Each type of layer stone has certain kinds of ores, gems, and other minerals that will appear within that form of layer.  Layers are color-coded by the type of rock they are, with brown indicating {{L|soil}} (useless for raw materials, but easy to dig through), white indicating a {{L|metamorphic_layer}} (good for gems, coal, and steel production), light grey indicating a {{L|sedimentary_layer}} (which has gems, silver, and copper, but little else), and dark grey indicating either an {{L|igneous_extrusive_layer}} or an {{L|igneous_intrusive_layer}}, (which may indicate magma pools in the caverns, as well as being good for various metal ores).  Igneous layers will never be found in the same biome as sedimentary layers, but it is possible to have both in the same map by embarking over two or more different biomes.&lt;br /&gt;
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Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|marble}}, {{L|calcite}}, {{L|dolomite|dolomite}}, and {{L|Limestone|limestone}} frequently preferred stone layers.&lt;br /&gt;
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==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). These are represented with ≈≈≈≈≈ symbols in the soil layers. Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
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=== Changing Views ===&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;  If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location.  Embarking on an {{l|island}}, or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no {{l|migrants}} or {{l|trade}} with your home civilization.  (If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes.)  Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks.  In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations (and if you choose your starting civilization in the &amp;quot;Your Civilization&amp;quot; screen, they may not be at war with you).&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. It may be worth looking at your choice of starting civilizations in {{l|Legends}} Mode before embarking, as there is much information about your civilization that is not shown directly at embark, and there is no way short of abandoning a fort to change your civilization once you have embarked.  Civilization choice will affect who is at war with you, what goods are available for trade (Dwarven caravans will only have the goods in the region of the city that is trading with your fort.  These will be the same goods that are available for you to purchase at embark.  Metals or stones, for example, that are not available for you to purchase in the &amp;quot;Prepare Carefully&amp;quot; screen will never be available for trade with the dwarven caravan.), who your regent will be (considering [[Cacame_Awemedinade|one might be surprised by who turns out to be one's regent]], this might be of note, but is only viewable in Legends Mode), and if there are any surviving members of your civilization left to migrate to or trade with your fort.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.  Unless you have turned erosion off, then, with the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans.&lt;br /&gt;
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=== Reclaiming a fortress ===&lt;br /&gt;
&lt;br /&gt;
If you reclaim the site of an abandoned fortress you may see goods, materials, and corpses left from the previous effort.  These items will initially be [[forbid|forbidden]] and you will have to [[reclaim]] them before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
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== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader{{verify}}. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
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The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
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&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;The doctor here is impossible to create in a custom embark, having 24 skill points (135 embark points) out of the usual possible 10.&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
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=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
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==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
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From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter.&lt;br /&gt;
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==== Supplies ====&lt;br /&gt;
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The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
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(To be inserted: list of default supplies - currently found on {{L|starting build}}.)&lt;br /&gt;
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=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
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==== Picking the Right Location ====&lt;br /&gt;
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'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.&lt;br /&gt;
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'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. Alternately flowing water is nothing but a FPS killer given that infinite water is available underground.&lt;br /&gt;
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==== Preparation Strategies ====&lt;br /&gt;
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'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
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'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of {{L|sand}} costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
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'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be problematic if you are unlucky and the caravan does not bring an anvil.  &lt;br /&gt;
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'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone, some bars of copper, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the {{L|miner}}s and an axe for {{L|wood cutter}}s. Medical supplies should be unnecessary to start with, because if you need them you're screwed. You may want to bring some rope along though.&lt;br /&gt;
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'''Yes, I Do Need That''' - never leave without alcohol unless you bring a dedicated {{L|herbalist|plant gatherer}}/{{L|brewer}}.&lt;br /&gt;
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==== Skill Sets ====&lt;br /&gt;
Here are some sample skill distribution sets.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activities. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stonecrafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and wood burner (remove wood burner if you have magma)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookkeeper/appraiser/etc.&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, plant processing and brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that might change, as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weaving and tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
'''Cronus'''&lt;br /&gt;
*Miners/Mechanics: 2 dwarfs with max points in mining and mechanics; get the fort, then those traps, up quickly. &lt;br /&gt;
*Woodcutter/Carpenter: points in woodcutting and carpentry; chop during initial dig then start pumping out beds and barrels&lt;br /&gt;
*Farmer/Brewer: points in farming and brewing; get the wheat and helmets in and brew during the off-season. Can also serve as butcher in a pinch.&lt;br /&gt;
*Crafter: points dispersed into stonecrafting, bonecarving, weaving, and leatherworking. &lt;br /&gt;
*Mason/Architect: points into masonry and building design. Allows a focus on walls, doors, and bridges.&lt;br /&gt;
*Leader/Trader: spread points among appraisal, negotiator, conversationalist, consoler, and comedian. &lt;br /&gt;
&lt;br /&gt;
See also the [[Starting build|Starting Build]] article for more detailed embark strategies.&lt;/div&gt;</summary>
		<author><name>Cjfoster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_location&amp;diff=127411</id>
		<title>v0.31:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_location&amp;diff=127411"/>
		<updated>2010-09-11T05:56:53Z</updated>

		<summary type="html">&lt;p&gt;Cjfoster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
Searching for a good '''location''' for your fortress is extremely important. If you neglect this you may find your dwarves dying off &lt;br /&gt;
from dehydration, starvation or the other dangers that lurk about. &lt;br /&gt;
&lt;br /&gt;
''An ideal location includes'':&lt;br /&gt;
* A location that lacks an {{L|aquifer}}.&lt;br /&gt;
* A '''fresh''' water source like {{L|stream}} or {{L|river}}.&lt;br /&gt;
* A {{L|Climate|temperature}} that isn't extremely hot or cold.&lt;br /&gt;
* A {{L|sedimentary layer}} to provide {{L|bituminous coal|coal}} and {{L|iron}} ore.&lt;br /&gt;
* A {{L|flux}} material for making {{L|steel}}. Ideally, this would be a sedimentary flux layer ({{L|chalk}}, {{L|dolomite}}, or {{L|limestone}}), though {{L|marble}} (which is metamorphic) will also suffice.&lt;br /&gt;
* An area with an abundance of {{L|trees}}.&lt;/div&gt;</summary>
		<author><name>Cjfoster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=127408</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=127408"/>
		<updated>2010-09-11T05:53:21Z</updated>

		<summary type="html">&lt;p&gt;Cjfoster: Undo revision 127404 by Cjfoster (Talk) this way looks a little better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}''For temperature as it relates to choosing an embarkation site, see [[DF2010:Climate|Climate]].''&lt;br /&gt;
&amp;lt;br /&amp;gt;{{AV}}&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees Urist&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is 12,000° Urist.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will melt.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cjfoster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=127404</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=127404"/>
		<updated>2010-09-11T05:39:24Z</updated>

		<summary type="html">&lt;p&gt;Cjfoster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}''For temperature as it relates to choosing an embarkation site, see [[DF2010:Climate|Climate]].''{{AV}}&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees Urist&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is 12,000° Urist.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will melt.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cjfoster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=127403</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=127403"/>
		<updated>2010-09-11T05:38:58Z</updated>

		<summary type="html">&lt;p&gt;Cjfoster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}''For temperature as it relates to choosing an embarkation site, see [[DF2010:Climate|Climate]].''&lt;br /&gt;
&amp;lt;br /&amp;gt;{{AV}}&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees Urist&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is 12,000° Urist.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will melt.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cjfoster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=127399</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=127399"/>
		<updated>2010-09-11T03:49:48Z</updated>

		<summary type="html">&lt;p&gt;Cjfoster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]}}&lt;br /&gt;
==Possibly exploitable bug==&lt;br /&gt;
When searching for &amp;quot;Pit/Pond&amp;quot; it returns&lt;br /&gt;
&amp;quot;Warning: preg_match() [function.preg-match]: Unknown modifier 'p' in /var/www/dfwiki/includes/SearchEngine.php on line 1169&amp;quot;&lt;br /&gt;
Possibly dangerous to have PHP errors print to the browser, regarding injection/buffer overflows and whatnot.&lt;br /&gt;
:Not to mention the fact that the search feature is seemingly treating search terms as if they are regular expressions without escaping any of their contents (it should at least be escaping slashes)... --[[User:Quietust|Quietust]] 15:32, 8 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Confirmation E-Mails not working?==&lt;br /&gt;
It seems that confirmation e-mails aren't properly sent.  I registered as xtank5 and forgot my password several weeks later.  I had it send me an e-mail reminder but I forgot that I had not received the confirmation e-mail.  So I have not reset my password.  I re-registered as XtankFive and still have not received the confirmation e-mail.  I have a gmail account for e-mail if that affects anything.  You mind fixing it?  --[[User:XtankFive|Xtank5]] 00:10, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Download the wiki?==&lt;br /&gt;
Is there any way to make the entire wiki availible for download?  I do not have internet at my house, and this wiki is an awesome resource that I check frequently when I don't understand what a certain workshop does or what labor to enable to get a dwarf to make charcoal.  It would be great if there was a periodically updated link to a zip or rar that contained the either the entire wiki the most important sections, like what Wikipedia has (perhaps minus most images to save space?)  You wouldn't even have to host this file yourself, if bandwidth is a problem.  It would be a super useful addition, though users are still going to have to check back here for the latest info.  Please consider it? --[[Special:Contributions/12.2.142.12|12.2.142.12]] 19:12, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Offsite Images?==&lt;br /&gt;
&lt;br /&gt;
I've been trying to figure out how to display images from offsite (ie imageshack links) without uploading them to the wiki. I'm looking to move a 92-image post from the Bay12 forums to one of my userpages (rather large images at that) and if I can't use offsite linking I can't do it. According to what I could find on Wikipedia about wikitext this isn't possible, but I'm not one hundred percent sure, just doublechecking. Or if there was a way to get around this, that'd be jolly good too. --[[User:Retro|Retro]] 21:56, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raw subpages ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that the current trend seems to be putting the various raws into subpages specific to each &amp;quot;entity&amp;quot;. I feel I should point out that this might be a bad idea, because it will result in people clicking &amp;quot;Random page&amp;quot; occasionally being directed to one of said /raw pages. I know because I ran into the '''exact''' same problem on the KoL wiki - all of the various in-game items (of which there are several thousand) had been given data pages (containing templates of the form &amp;lt;nowiki&amp;gt;{{#switch:{{{1}}}|name=whatever|image=something.gif|plural=somethings|{{{2|}}}}}&amp;lt;/nowiki&amp;gt; for the purposes of easy data retrieval by other templates), and said data pages had been placed as &amp;quot;item name/data&amp;quot;, leading to them coming up during searches and &amp;quot;random page&amp;quot; clicks; in the end, we created a separate namespace to contain them, but that probably won't work very well here because all of the &amp;quot;entity&amp;quot; pages are already in their own namespaces. VengefulDonut was considering using his regular expression voodoo templates to automatically extract all of the relevant raws for an entity (just as is done with the mineral/metal/gem infoboxes, but just grabbing the entire blob rather than parsing out individual fields), something that would only require a single &amp;quot;raws&amp;quot; page for each version and would be much simpler to update when new releases come along and fix a whole bunch of errors in the raws. --[[User:Quietust|Quietust]] 12:49, 23 April 2010 (UTC)&lt;br /&gt;
:Seems it was a lot easier than I figured it'd be - all creatures from 23a now grab their raws from the appropriate creature raw pages, and once I import each of the raw pages for 40d and 0.31, they'll automagically start working there as well. A few additional changes to {{tl|gamedata}} should allow it to reliably fetch raws for other object types (specifically, MATGLOSS for old stones/metals/plants, INORGANIC for new stones/metals, and PLANT for new plants). --[[User:Quietust|Quietust]] 19:26, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Recent changes page ==&lt;br /&gt;
&lt;br /&gt;
I know this is probably some sort of hack.  But is there any way that we can get recent changes to be like search in the sense that we can use checkboxes to select multiple namespaces?  Like all the &amp;quot;talk&amp;quot; pages?  Minor deal, don't kill yourself/the wiki trying to do it, but if it's not exceedingly hard, it'd be useful. Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:29, 24 April 2010 (UTC)&lt;br /&gt;
:Understood, thanks for looking into it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:44, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Game data template==&lt;br /&gt;
&lt;br /&gt;
Allright, i didn't want to break anything. Just wanted to improve, because the way it currently looks is a bit cruel. Could you please tell me what other templates relate to the gamedata one.&lt;br /&gt;
Greetings -- [[User:Used|Used]] 09:39, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ah, i have been surfing in the wiki, now i know what you mean =) Thx --[[User:Used|Used]] 15:47, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quick page check request==&lt;br /&gt;
I was wondering if you could quickly comment on this list: DF2010:Industry Mostly if any industres are missing, and I really don't like some of the names.[[User:GiantTiger11|GiantTiger11]] 20:39, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Your cat got run over by a car?  That's so sad.  :[  --[[User:ToonyMan|ToonyMan]] 03:09, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 502 Bad Gateway ==&lt;br /&gt;
&lt;br /&gt;
After uploading all of the raws for 0.31.03, the DF2010 pages for Dwarf, Human, Elf, and Goblin are all giving &amp;quot;502 Bad Gateway&amp;quot; almost immediately. Other creatures within creature_standard.txt (the largest of the raw files, weighing in at 185kb) are loading just fine. Back when VengefulDonut was working on the stonelookup/contains stuff, the page for Chromite was doing the same thing, specifically when it tried to look up the list of gems contained within it (said list consists only of Demantoid, and the entire raw file for gems is only 30K), though it looks like some other changes to the raw templates were able to solve that particular issue. If the size of the template is an issue, it should be reasonably easy to split it in half - it'd just be a matter of editing [[DF2010:Creature file lookup]] and redirecting some of the entities to different pages. --[[User:Quietust|Quietust]] 23:57, 4 May 2010 (UTC)&lt;br /&gt;
:As a side test, I tried doing the same regex match on my Windows XP box using PHP 5.2.9, and trying to match against the DWARF raws caused it to silently crash (apparently due to a stack overflow within PCRE - adding &amp;lt;tt&amp;gt;ini_set(&amp;quot;pcre.recursion_limit&amp;quot;, 25000);&amp;lt;/tt&amp;gt; removes the crash but also causes the match to fail) while the others seemed to be okay; however, on my FreeBSD server (amd64, running inside VMware on the aforementioned Windows XP box) running PHP 5.2.11, they all worked fine. The latest version of PHP 5.2.x is 5.2.13 (and the latest overall version is 5.3.2), while the site itself is running 5.2.10, so it's possible that something was fixed in the meanwhile, though I don't see anything in the changelog that looks to be related. --[[User:Quietust|Quietust]] 00:44, 5 May 2010 (UTC)&lt;br /&gt;
::I've rewritten the regular expression used in {{tl|raw2}} and it seems to no longer choke on creature_standard.txt, though for now I'm leaving it split in 3 pieces. --[[User:Quietust|Quietust]] 02:32, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[MediaWiki:Sidebar]] ==&lt;br /&gt;
&lt;br /&gt;
Sometimes the sidebar has the community portal/current events stuff, and i have to go to the above place and save (w/o changes) to get it to come up.  Is that a wiki problem, or my own browser problem?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:16, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
I posted a mantis bug link and was prompted with an external link captcha box.  Seems like bay12games.com ought to be considered an internal domain by this spam-avoid feature.  Is there a domain whitelist? [[User:Timbojones|Timbojones]] 16:58, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki Skin ==&lt;br /&gt;
&lt;br /&gt;
I can't help but notice the sidebar is nonexistant in the Magmawiki Skin - this makes it hard to navigate back to the first page, as there is no link to do so. Obviously I can just use the address bar to go back, but it's a hassle. --[[User:DrMelon|DrMelon]] 20:50, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
Now I feel like a fool.&lt;br /&gt;
&lt;br /&gt;
== Wiki Confirmation E-mails ==&lt;br /&gt;
&lt;br /&gt;
I signed up about 12 hours ago and still haven't received my confirmation e-mail.  Is this because I used a free web-based yahoo email, or is there something else wrong?&lt;br /&gt;
I have this same issue with the official DF mantis bug tracker.  --[[User:DreadKatak|DreadKatak]] 16:42, 27 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I lost my password and I need help. ==&lt;br /&gt;
&lt;br /&gt;
My account name is Toybasher and I forgot my password and I didnt give my email so I cant give it back.&lt;br /&gt;
&lt;br /&gt;
If you dont believe me you can even check my IP address.--[[Special:Contributions/24.2.194.255|24.2.194.255]] 23:47, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image map extension? ==&lt;br /&gt;
&lt;br /&gt;
I have an ambitious idea for [[DF2010:Menu]], but it would require this extension.&lt;br /&gt;
&lt;br /&gt;
http://www.mediawiki.org/wiki/Extension:ImageMap&lt;br /&gt;
&lt;br /&gt;
Interested in adding it? :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:39, 19 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Admin contact? ==&lt;br /&gt;
&lt;br /&gt;
June 23 2010 How the heck do we contact you? ktaipan@pris.ca &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:208.181.180.157|208.181.180.157]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Templates ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{stonelookup/0}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
I have RegexFunctions (v1.3) and ParserFunctions (v1.1.1) but this template doesn't work correctly in the Russian wiki. It didn't return a values from raw-files for Melting point, Boiling point, Ignition point, etc.&lt;br /&gt;
I want to ask, what settings of wiki you changed and where? --[[User:Igoreklim|igoreklim]] 12:24, 13 July 2010 (UTC)&lt;br /&gt;
:You've got the regular expression limit set too low - it's only evaluating 10 regexes per page, which is nowhere near enough. By comparison, this wiki has the limit set to 100. --[[User:Quietust|Quietust]] 14:28, 20 July 2010 (UTC)&lt;br /&gt;
::Thanks, man --[[User:Igoreklim|igoreklim]] 05:06, 21 July 2010 (UTC)&lt;br /&gt;
== Suggestion namespace ==&lt;br /&gt;
&lt;br /&gt;
Hey Briess, I want to start working on a few projects helping with suggestions and using the wiki to index common ideas for the game.  I thought having a suggestions namespace that can specifically be searched (and random page'd!) could be useful.  What do you think? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another Confirmation Email Problem ==&lt;br /&gt;
I registered a few days ago and haven't gotten the confirmation email I requested. I requested it a total of three times (spaced apart by many hours) and I checked the spam folders. Any help is appreciated! [[User:Cjfoster|Cjfoster]] 03:49, 11 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Cjfoster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Harpy&amp;diff=127398</id>
		<title>v0.31:Harpy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Harpy&amp;diff=127398"/>
		<updated>2010-09-11T03:40:29Z</updated>

		<summary type="html">&lt;p&gt;Cjfoster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:45, 17 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Harpy&lt;br /&gt;
|symbol=h|color=6:0:0&lt;br /&gt;
|align=evil&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Temperate}} {{L|grassland}}s, {{L|shrubland}}s, and {{L|savanna}}s&lt;br /&gt;
* {{L|Tropical}} grasslands, shrublands, and savannas&lt;br /&gt;
* {{L|Wetland|Temperate salt &amp;amp; freshwater marsh}}es&lt;br /&gt;
* {{L|Wetland|Tropical salt &amp;amp; freshwater marsh}}es&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|death=rot&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A monster in the shape of a woman with a bird's wings in place of arms and talons for feet.''&lt;br /&gt;
&lt;br /&gt;
Though '''harpies''' are not especially dangerous individually, they often fly in packs, and a group of two or more of them can tear an unarmed dwarf apart quickly. They don't seem to fly as variably as a {{L|giant eagle}} between z planes. &lt;br /&gt;
&lt;br /&gt;
All harpies are female.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Cjfoster</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=127334</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=127334"/>
		<updated>2010-09-09T18:49:35Z</updated>

		<summary type="html">&lt;p&gt;Cjfoster: /* Section Headings That Contain Commands (i.e.: &amp;quot;Fortress Status: Z&amp;quot;) */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0&lt;br /&gt;
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== To Do ==&lt;br /&gt;
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Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
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The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
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:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
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Sazir is done. The only blank part is the bit on constructing walls, which I might delete. Trading is referred to three times, and I'd like to edit out any redundancy. I'd like to make the &amp;quot;Keys used&amp;quot; block standard in each section. (Who did that, BTW? Stand up and take the credit.)  --[[User:Strangething|Strangething]] 06:01, 21 July 2010 (UTC)&lt;br /&gt;
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Constructions - Done! --[[User:Kwieland|Kwieland]] 19:54, 21 July 2010 (UTC)&lt;br /&gt;
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Would it be worth it to mention a few of the oddities of construction in the appropriate section?&lt;br /&gt;
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While it would diminish the Fun and be a bit redundant of other articles, the intention of a tutorial is to introduce players to the basic mechanics and oddities of a system, and I could see how someone following this guide would get frustrated over stuck dwarves or accidentally removing a supporting wall (if they assume there are failsafes in the AI). I'd be happy to flesh this section out, provided others thought it a good idea (perhaps give an example mini-project akin to the earlier sections of the walkthrough). --[[User:Barrow|Barrow]] 17:13, 4 August 2010 (UTC)&lt;br /&gt;
:Go for it.  It is a wiki after all. A section right after the construction section, maybe one that mentions &amp;quot;suspended&amp;quot; things.  Other things, if they are short, could go in the FAQ.--[[User:Kwieland|Kwieland]] 11:53, 5 August 2010 (UTC)&lt;br /&gt;
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== The Big Split ==&lt;br /&gt;
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I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
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Like so: [[Template:BentgirderTOC]]&lt;br /&gt;
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== Pictures ==&lt;br /&gt;
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I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
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:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
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:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm going to write my comments on the Bentgirder page itself, so I don't have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
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== Problems and Nitpicks ==&lt;br /&gt;
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There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
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* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;br /&gt;
:I can understand the first three.  What do the leader and teacher skills really do, anyway?  Why would you pick them?--[[User:Kwieland|Kwieland]] 19:07, 6 August 2010 (UTC)&lt;br /&gt;
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== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
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Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
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:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;br /&gt;
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==Mugs are not the most efficient==&lt;br /&gt;
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I disagree strongly that mugs are the most efficient stone craft. Even though they make three, the sum of the three mugs is equal to a produced craft, toy, or instrument. Please check this, I am relying on 40d experience here.  (They might be slightly different due to three quality modifiers vs a single one, but that doesn't matter once everything is masterful) So, on the value created front they are equal. However, now you have ''three'' tasks of things to haul to the stockpile, making them considerably worse/more of a pain then the others.&lt;br /&gt;
&lt;br /&gt;
In armor, a single bar of metal can produce many types of armor.  There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale).  This is for 31.10, so I haven't checked for the most recent update.  Basic take home message is if you want to set up an industry, you need to look at all the factors.&lt;br /&gt;
:In 40d, a mug had the same base value as a craft/instrument/toy, though they were significantly heavier and thus you couldn't fit nearly as many into a single bin. --[[User:Quietust|Quietust]] 18:56, 23 July 2010 (UTC)&lt;br /&gt;
::I just checked this.  Mugs are the most cost efficient. mugs&amp;gt;crafts&amp;gt;musical instruments &amp;amp; toys simply because of the number created.--[[User:Kwieland|Kwieland]] 11:10, 26 July 2010 (UTC)&lt;br /&gt;
:::Not exactly. Mugs are also the heaviest, and crafts are created three-at-a-time too. Since the value is the same, crafts are more efficient due to lower weight and identical quantity. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:28, 29 July 2010 (UTC)&lt;br /&gt;
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== Population Growth ==&lt;br /&gt;
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I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC)&lt;br /&gt;
:My experience is similar to your experience - 7 the first wave, ~14 or so the second.  I have my pop-cap set at 10, so I don't usually get anymore after that.  I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!).&lt;br /&gt;
:I don't know about population growth in general, though.  I would have said the opposite.  I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing.  Man they got busy. Kids. Lots of kids.  I quit when the FPS got to be terrible.  &lt;br /&gt;
:I still see pathing issues.  Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another.  Maybe my fortress design is tricky to path through?  The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC)&lt;br /&gt;
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== Section Headings That Contain Commands (i.e.: &amp;quot;Fortress Status: Z&amp;quot;) ==&lt;br /&gt;
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I'd like to see the commands in the headings use the case of the actual command: &amp;quot;Fortress Status: z&amp;quot;.&amp;lt;br /&amp;gt;I'm new to DF, and tried several times to check fortress status with &amp;quot;Z&amp;quot; before reading further that the command is &amp;quot;z&amp;quot; instead. I would've edited it myself but I'm new here and didn't want to go busting things up without knowing if there was a good reason to use capital letters in the headings.&lt;/div&gt;</summary>
		<author><name>Cjfoster</name></author>
	</entry>
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