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	<updated>2026-05-08T03:57:49Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Talk:Strange_mood&amp;diff=297655</id>
		<title>Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Strange_mood&amp;diff=297655"/>
		<updated>2024-02-19T22:05:35Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Stonecutter / Stone Carver no longer moodable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stonecutting ==&lt;br /&gt;
&lt;br /&gt;
Stonecutting appears to be a moodable skill that will produce a stone craft. This does not appear in the current page.&lt;br /&gt;
&lt;br /&gt;
Actually, I did some testing on Moodable Skills using DFHack, and found that Stonecutting is NOT a moodable skill (anymore).&lt;br /&gt;
A dwarf with Novice Stonecutter as his only skill will sometimes produce a stone craft, since the game still chooses Stone Crafter as one of the random crafting skills when the dwarf has no moodable skill. It's definitely selecting Stone Crafter, however, since a Fey Mood will give the dwarf Legendary Stone Crafter as a result, NOT Legendary Stonecutter.&lt;br /&gt;
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:18, 18 February 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone requirement ==&lt;br /&gt;
&lt;br /&gt;
At least in my testing, when the dwarf asks for bones, it won't just take random bone (stacks) from rotted parts from battle or random wild animals(for example).&lt;br /&gt;
&lt;br /&gt;
I had to build a butcher's workshop and butcher an animal for the bone stack to count, so I think it's worth clarifying in case other people run into it, or I'm just completely misunderstanding how bone stacks work (in which case, again, I think it's worth explaining on this wiki page how to deal with this.&lt;br /&gt;
&lt;br /&gt;
== Metalworker bar requirement ==&lt;br /&gt;
&lt;br /&gt;
The wiki currently states a metalworker may demand a bar of a preferred metal IF you've smelted it already. However, it seems like they can also demand them if you have ore available (or, they might just demand whatever their preference is and me having ore on hand was just coincidence). I have exactly one copper toy so it's possible I either previously smelted a bar of copper or imported one, which if there is a restriction on what they can demand might be how the dwarf &amp;quot;knows&amp;quot; I can in theory provide copper. I also have steel, billum, and iron bars available, so it's not a lack of metal bars generally. It seems like the restriction listed here about what bars metalworkers demand is either wrong, or has some weird corner case.&lt;br /&gt;
[[Special:Contributions/24.56.251.207|24.56.251.207]] 08:37, 26 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kiln-related Strange mood never exist? ==&lt;br /&gt;
&lt;br /&gt;
I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?&lt;br /&gt;
&lt;br /&gt;
== Fell moods - Require Updating ==&lt;br /&gt;
&lt;br /&gt;
Toady answered a question on future of the fortress that revealed some information on fell moods. &lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481803#msg8481803&lt;br /&gt;
&lt;br /&gt;
If a fell mood dwarf grabs an intelligent HFS person that uses a material considered &amp;quot;other&amp;quot;, then the dwarf will use its material for constructing (shell) SCALED items. No matter what &amp;quot;other&amp;quot; materials the creature is made out of.  &lt;br /&gt;
&lt;br /&gt;
The only materials I've found on intelligent HFS creatures in the base game which haven't satisfied a fell mood dwarf thus far have been fluids. However, snow, which is a form of water, as a contaminant, can be a found as the primary material of HFS creatures, and this can be used. The resultant artifact produced from a snow creature will be listed as being made of ice. &lt;br /&gt;
&lt;br /&gt;
Interestingly, ice artifacts produced from snow will not possess a fixed mat temperature unlike with artifacts produced from creature_mat fire materials, and will consequently physically melt / be destroyed if they are worn, or if the environment has a temperature above freezing.&lt;br /&gt;
 &lt;br /&gt;
Oddly though, a dwarf will not become a legendary bonecarver or leatherworker when producing an artifact from &amp;quot;other&amp;quot; materials, but will instead become a legendary woodcrafter. This may be due to a bug, or a possible oversight. &lt;br /&gt;
&lt;br /&gt;
Also, fell mood dwarves can absolutely grab intelligent non-citizens for their artifact, based on lots of testing. So this also needs to be updated. &lt;br /&gt;
&lt;br /&gt;
Although, I'm not certain about the range of creatures that can be grabbed during a fell mood. As its been suggested that [INTELLIGENT] isn't necessarily required, only some combination of [CAN_SPEAK] and [CAN_LEARN]. I'm unaware of the specifics though.&lt;br /&gt;
&lt;br /&gt;
== Stonecutter / Stone Carver no longer moodable ==&lt;br /&gt;
&lt;br /&gt;
I did a bunch of testing through DFHack to check if the moodable skills are still accurate, here was my process and results:&lt;br /&gt;
&lt;br /&gt;
1) select a dwarf that hadn't gotten a mood before&lt;br /&gt;
2) Use DFHack assign-skills --reset to clear their skills&lt;br /&gt;
3) Use DFHack assign-skills to modify his skills such that no skill he had was the same rank as any other&lt;br /&gt;
4) Force a mood with strangemood --unit --force --type fey (so that it's the one dwarf I selected, and it would be a fey mood so I could see the XP gain)&lt;br /&gt;
5) Check which skill became Legendary&lt;br /&gt;
6) rinse, repeat&lt;br /&gt;
&lt;br /&gt;
I checked every skill in the following Professions:&lt;br /&gt;
-Miner&lt;br /&gt;
-Woodworker&lt;br /&gt;
-Stoneworker&lt;br /&gt;
-Ranger&lt;br /&gt;
-Farmer&lt;br /&gt;
-Fishery Worker&lt;br /&gt;
-Metalsmith&lt;br /&gt;
-Jeweler&lt;br /&gt;
-Craftsdwarf&lt;br /&gt;
-Engineer&lt;br /&gt;
&lt;br /&gt;
For skills that I suspected weren't Moodable, I intentionally gave them a higher rank than the skill I was expecting to have a Mood for (nothing higher than rank 10, Accomplished). I did this for every skill that wasn't previously Moodable.&lt;br /&gt;
In order to verify that my results weren't being skewed by the dwarf's previous profession (since the profession name didn't update immediately), I checked with a known Moodable skill on a dwarf with another Profession.&lt;br /&gt;
End result was that the current list was accurate, EXCEPT that Stonecutter and Stone Carver did NOT get a Mood.&lt;br /&gt;
In order to verify that the DFHack utility wasn't interfering with the skill selected for the Mood, I reset to my start point and modified EVERY Dwarf's skills so that they were ALL Master Stone Carvers and then let the game run until I got my next Mood. Result: unfortunately, a dwarf got Possessed, so no XP gain, but they did claim a Stoneworker's Workshop and craft an artifact Scepter, so it looks like Stone Crafting was used.&lt;br /&gt;
&lt;br /&gt;
Therefore, I'm editing the main page to reflect my results. If anyone disagrees with my methodology, please feel free to correct me. I'm posting this here as evidence for why I'm making this change.&lt;br /&gt;
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:48, 18 February 2024 (UTC)&lt;br /&gt;
: The DFHack &amp;quot;strangemood&amp;quot; command is based on '''reverse-engineered''' logic from the game itself, and it has ''not'' been updated to match the behavior in the current version, so further research might be necessary. At the very least, I'll be taking a closer look at the current version and seeing what needs to be updated in the plugin. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:39, 18 February 2024 (UTC)&lt;br /&gt;
:: After taking a closer look, I can confirm that CUT_STONE and CARVE_STONE '''are''' moodable skills, and dwarves having them will be assigned the same &amp;quot;Strange Mood&amp;quot; job as Miners and Masons (which is what decides the type of workshop they claim), thus I have reverted your changes to the article. The flaw in your methodology lies in the fact that the DFHack &amp;quot;strangemood&amp;quot; command actually decides which skill is going to be boosted at the end of the mood, and because the plugin wasn't recognizing those skills as moodable, your test units never gained experience in them. Furthermore, both of those skills are '''new''' to version 50.xx, so it would be quite strange for them to have been removed already. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:12, 18 February 2024 (UTC)&lt;br /&gt;
::: Thanks for looking into this, I hadn't expected Stone Carving to operate like Mining. As stated, I did try to account for that by allowing a &amp;quot;natural&amp;quot; mood after modifying skills, but since it was a possession, I couldn't see which skill was actually used. Thanks again for the correction! [[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 22:05, 19 February 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=297633</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=297633"/>
		<updated>2024-02-18T01:50:16Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Skills and workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Artwork by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[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, or sleep - pretty much the ''only'' thing that can pause a 'mooded' dwarf is giving birth, after which they will immediately get back to making the artifact. 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;
Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally, one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In fortress mode ===&lt;br /&gt;
[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]&lt;br /&gt;
# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|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 ended. 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 able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&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 [[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;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&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;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
&lt;br /&gt;
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] is one of the &amp;quot;best&amp;quot; skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, and an artifact lever or trap in a room will make its value skyrocket (even if not connected to anything!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).&lt;br /&gt;
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.&lt;br /&gt;
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society.&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&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 [[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 and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&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;
=== 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;
=== 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 the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
Possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&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 try to take over a [[butcher's shop]] or a [[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 [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&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;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&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 [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, 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 perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]&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 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material! &lt;br /&gt;
&lt;br /&gt;
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} – {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on 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. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' 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 – see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the 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;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[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 [[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;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items, such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as Goblinite) do ''not'' count as smelted. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations – most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey – &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive – &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed – &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre – &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell – &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mined-out rock ''does'' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; – actually the sum of all items by type ''and'' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; ''cannot'' enter moods. Incidental military skills make no difference – eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' – Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 &amp;quot;tickets&amp;quot;, but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burned in what is believed to have been the world's hottest fire – a fire so hot that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations 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 [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&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;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial ''immunity to insanity'' – even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&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 [[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''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves 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;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many 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. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarves entering a strange mood when isolated (e.g. on a stepladder) cause severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
* If the dwarf starts constructing the artifact and is scared off by a hostile creature before completion, they may become stuck. {{bug|9833}} Removing the floors around them, then dropping an item on them should cause them to dodge, fall, and return to the workshop.{{cite forum|161598}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed. Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow. If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away. It is also possible that the desired cloth has been partially consumed in order to make wound dressings.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Strange_mood&amp;diff=297632</id>
		<title>Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Strange_mood&amp;diff=297632"/>
		<updated>2024-02-18T01:48:43Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Stonecutter / Stone Carver no longer moodable */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stonecutting ==&lt;br /&gt;
&lt;br /&gt;
Stonecutting appears to be a moodable skill that will produce a stone craft. This does not appear in the current page.&lt;br /&gt;
&lt;br /&gt;
Actually, I did some testing on Moodable Skills using DFHack, and found that Stonecutting is NOT a moodable skill (anymore).&lt;br /&gt;
A dwarf with Novice Stonecutter as his only skill will sometimes produce a stone craft, since the game still chooses Stone Crafter as one of the random crafting skills when the dwarf has no moodable skill. It's definitely selecting Stone Crafter, however, since a Fey Mood will give the dwarf Legendary Stone Crafter as a result, NOT Legendary Stonecutter.&lt;br /&gt;
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:18, 18 February 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone requirement ==&lt;br /&gt;
&lt;br /&gt;
At least in my testing, when the dwarf asks for bones, it won't just take random bone (stacks) from rotted parts from battle or random wild animals(for example).&lt;br /&gt;
&lt;br /&gt;
I had to build a butcher's workshop and butcher an animal for the bone stack to count, so I think it's worth clarifying in case other people run into it, or I'm just completely misunderstanding how bone stacks work (in which case, again, I think it's worth explaining on this wiki page how to deal with this.&lt;br /&gt;
&lt;br /&gt;
== Metalworker bar requirement ==&lt;br /&gt;
&lt;br /&gt;
The wiki currently states a metalworker may demand a bar of a preferred metal IF you've smelted it already. However, it seems like they can also demand them if you have ore available (or, they might just demand whatever their preference is and me having ore on hand was just coincidence). I have exactly one copper toy so it's possible I either previously smelted a bar of copper or imported one, which if there is a restriction on what they can demand might be how the dwarf &amp;quot;knows&amp;quot; I can in theory provide copper. I also have steel, billum, and iron bars available, so it's not a lack of metal bars generally. It seems like the restriction listed here about what bars metalworkers demand is either wrong, or has some weird corner case.&lt;br /&gt;
[[Special:Contributions/24.56.251.207|24.56.251.207]] 08:37, 26 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kiln-related Strange mood never exist? ==&lt;br /&gt;
&lt;br /&gt;
I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?&lt;br /&gt;
&lt;br /&gt;
== Fell moods - Require Updating ==&lt;br /&gt;
&lt;br /&gt;
Toady answered a question on future of the fortress that revealed some information on fell moods. &lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481803#msg8481803&lt;br /&gt;
&lt;br /&gt;
If a fell mood dwarf grabs an intelligent HFS person that uses a material considered &amp;quot;other&amp;quot;, then the dwarf will use its material for constructing (shell) SCALED items. No matter what &amp;quot;other&amp;quot; materials the creature is made out of.  &lt;br /&gt;
&lt;br /&gt;
The only materials I've found on intelligent HFS creatures in the base game which haven't satisfied a fell mood dwarf thus far have been fluids. However, snow, which is a form of water, as a contaminant, can be a found as the primary material of HFS creatures, and this can be used. The resultant artifact produced from a snow creature will be listed as being made of ice. &lt;br /&gt;
&lt;br /&gt;
Interestingly, ice artifacts produced from snow will not possess a fixed mat temperature unlike with artifacts produced from creature_mat fire materials, and will consequently physically melt / be destroyed if they are worn, or if the environment has a temperature above freezing.&lt;br /&gt;
 &lt;br /&gt;
Oddly though, a dwarf will not become a legendary bonecarver or leatherworker when producing an artifact from &amp;quot;other&amp;quot; materials, but will instead become a legendary woodcrafter. This may be due to a bug, or a possible oversight. &lt;br /&gt;
&lt;br /&gt;
Also, fell mood dwarves can absolutely grab intelligent non-citizens for their artifact, based on lots of testing. So this also needs to be updated. &lt;br /&gt;
&lt;br /&gt;
Although, I'm not certain about the range of creatures that can be grabbed during a fell mood. As its been suggested that [INTELLIGENT] isn't necessarily required, only some combination of [CAN_SPEAK] and [CAN_LEARN]. I'm unaware of the specifics though.&lt;br /&gt;
&lt;br /&gt;
== Stonecutter / Stone Carver no longer moodable ==&lt;br /&gt;
&lt;br /&gt;
I did a bunch of testing through DFHack to check if the moodable skills are still accurate, here was my process and results:&lt;br /&gt;
&lt;br /&gt;
1) select a dwarf that hadn't gotten a mood before&lt;br /&gt;
2) Use DFHack assign-skills --reset to clear their skills&lt;br /&gt;
3) Use DFHack assign-skills to modify his skills such that no skill he had was the same rank as any other&lt;br /&gt;
4) Force a mood with strangemood --unit --force --type fey (so that it's the one dwarf I selected, and it would be a fey mood so I could see the XP gain)&lt;br /&gt;
5) Check which skill became Legendary&lt;br /&gt;
6) rinse, repeat&lt;br /&gt;
&lt;br /&gt;
I checked every skill in the following Professions:&lt;br /&gt;
-Miner&lt;br /&gt;
-Woodworker&lt;br /&gt;
-Stoneworker&lt;br /&gt;
-Ranger&lt;br /&gt;
-Farmer&lt;br /&gt;
-Fishery Worker&lt;br /&gt;
-Metalsmith&lt;br /&gt;
-Jeweler&lt;br /&gt;
-Craftsdwarf&lt;br /&gt;
-Engineer&lt;br /&gt;
&lt;br /&gt;
For skills that I suspected weren't Moodable, I intentionally gave them a higher rank than the skill I was expecting to have a Mood for (nothing higher than rank 10, Accomplished). I did this for every skill that wasn't previously Moodable.&lt;br /&gt;
In order to verify that my results weren't being skewed by the dwarf's previous profession (since the profession name didn't update immediately), I checked with a known Moodable skill on a dwarf with another Profession.&lt;br /&gt;
End result was that the current list was accurate, EXCEPT that Stonecutter and Stone Carver did NOT get a Mood.&lt;br /&gt;
In order to verify that the DFHack utility wasn't interfering with the skill selected for the Mood, I reset to my start point and modified EVERY Dwarf's skills so that they were ALL Master Stone Carvers and then let the game run until I got my next Mood. Result: unfortunately, a dwarf got Possessed, so no XP gain, but they did claim a Stoneworker's Workshop and craft an artifact Scepter, so it looks like Stone Crafting was used.&lt;br /&gt;
&lt;br /&gt;
Therefore, I'm editing the main page to reflect my results. If anyone disagrees with my methodology, please feel free to correct me. I'm posting this here as evidence for why I'm making this change.&lt;br /&gt;
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:48, 18 February 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Strange_mood&amp;diff=297630</id>
		<title>Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Strange_mood&amp;diff=297630"/>
		<updated>2024-02-18T01:18:40Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Stonecutting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stonecutting ==&lt;br /&gt;
&lt;br /&gt;
Stonecutting appears to be a moodable skill that will produce a stone craft. This does not appear in the current page.&lt;br /&gt;
&lt;br /&gt;
Actually, I did some testing on Moodable Skills using DFHack, and found that Stonecutting is NOT a moodable skill (anymore).&lt;br /&gt;
A dwarf with Novice Stonecutter as his only skill will sometimes produce a stone craft, since the game still chooses Stone Crafter as one of the random crafting skills when the dwarf has no moodable skill. It's definitely selecting Stone Crafter, however, since a Fey Mood will give the dwarf Legendary Stone Crafter as a result, NOT Legendary Stonecutter.&lt;br /&gt;
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:18, 18 February 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone requirement ==&lt;br /&gt;
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At least in my testing, when the dwarf asks for bones, it won't just take random bone (stacks) from rotted parts from battle or random wild animals(for example).&lt;br /&gt;
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I had to build a butcher's workshop and butcher an animal for the bone stack to count, so I think it's worth clarifying in case other people run into it, or I'm just completely misunderstanding how bone stacks work (in which case, again, I think it's worth explaining on this wiki page how to deal with this.&lt;br /&gt;
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== Metalworker bar requirement ==&lt;br /&gt;
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The wiki currently states a metalworker may demand a bar of a preferred metal IF you've smelted it already. However, it seems like they can also demand them if you have ore available (or, they might just demand whatever their preference is and me having ore on hand was just coincidence). I have exactly one copper toy so it's possible I either previously smelted a bar of copper or imported one, which if there is a restriction on what they can demand might be how the dwarf &amp;quot;knows&amp;quot; I can in theory provide copper. I also have steel, billum, and iron bars available, so it's not a lack of metal bars generally. It seems like the restriction listed here about what bars metalworkers demand is either wrong, or has some weird corner case.&lt;br /&gt;
[[Special:Contributions/24.56.251.207|24.56.251.207]] 08:37, 26 January 2023 (UTC)&lt;br /&gt;
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== Kiln-related Strange mood never exist? ==&lt;br /&gt;
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I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?&lt;br /&gt;
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== Fell moods - Require Updating ==&lt;br /&gt;
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Toady answered a question on future of the fortress that revealed some information on fell moods. &lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481803#msg8481803&lt;br /&gt;
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If a fell mood dwarf grabs an intelligent HFS person that uses a material considered &amp;quot;other&amp;quot;, then the dwarf will use its material for constructing (shell) SCALED items. No matter what &amp;quot;other&amp;quot; materials the creature is made out of.  &lt;br /&gt;
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The only materials I've found on intelligent HFS creatures in the base game which haven't satisfied a fell mood dwarf thus far have been fluids. However, snow, which is a form of water, as a contaminant, can be a found as the primary material of HFS creatures, and this can be used. The resultant artifact produced from a snow creature will be listed as being made of ice. &lt;br /&gt;
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Interestingly, ice artifacts produced from snow will not possess a fixed mat temperature unlike with artifacts produced from creature_mat fire materials, and will consequently physically melt / be destroyed if they are worn, or if the environment has a temperature above freezing.&lt;br /&gt;
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Oddly though, a dwarf will not become a legendary bonecarver or leatherworker when producing an artifact from &amp;quot;other&amp;quot; materials, but will instead become a legendary woodcrafter. This may be due to a bug, or a possible oversight. &lt;br /&gt;
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Also, fell mood dwarves can absolutely grab intelligent non-citizens for their artifact, based on lots of testing. So this also needs to be updated. &lt;br /&gt;
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Although, I'm not certain about the range of creatures that can be grabbed during a fell mood. As its been suggested that [INTELLIGENT] isn't necessarily required, only some combination of [CAN_SPEAK] and [CAN_LEARN]. I'm unaware of the specifics though.&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=150532</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=150532"/>
		<updated>2011-06-20T00:48:27Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Possessed Mood Causes */&lt;/p&gt;
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&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&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 berserk. 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 that's 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 dwarves 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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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 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 stuff 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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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&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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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&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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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 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 'at least 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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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&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 occurred 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 asking 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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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&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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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 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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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 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;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 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 aventurine. 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;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
::i have read and understood the above, but i'm not exactly sure that the '0/1/2' number is generated COMPLETELY at random. i think one of the factors at work is the dwarf's skills once they're selected for a 'strange mood' - if he has a 'moodable' skill, even 'dabbling'(prob.) or 'novice', then the dwarf will go to the corresponding workshop and increase that skill (quite possibly to legendary) with the +20,000 skillpoints on completion of the artifact. however, if the dwarf has no 'moodable' skill (i.e. only military skills, social skills or administrative skills), then they become 'possessed'. i'm basing this on the fact that i have had only ONE non-possessed mood, out of about 12; a clothier (who's now legendary). the rest have all, incredibly disappointingly, been 'possessed' (and yeah, i'm aware of the law of averages/etc). the reason my dwarves dont have any other skills is because they were all specialised from embark or migration, or military/haulers. thus, i only have 18 dwarves actively training a 'moodable' profession, out of 150+. the rest have probably lost their 'moodable' skills over the years from the 'rusting' effect, or simply not been selected. thoughts?--[[User:DJ Devil|DJ Devil]] 16:36, 8 May 2011 (UTC)&lt;br /&gt;
:::It's all a coincidence.  Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:57, 14 May 2011 (UTC)&lt;br /&gt;
:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet. --[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
::i do not think having a workshop (or not) affects which type of mood is selected. i think it's more like... 'happiness &amp;gt; skills &amp;gt; random number'. in effect; if your dwarf is happy, it will not be a 'fell' or 'macabre' mood. if your dwarf does NOT have a 'moodable' skill, then he'll be 'possessed'. if he DOES have a 'moodable' skill, it's a random number out of 3 for 'fey', 'secretive' or 'possessed'. and i would also like to confirm that 'dabbling' is enough to be counted as good enough for a mood - i had a dabbling mechanic (with no other 'moodable' skills) claim a mechanic's workshop, and surprisingly make a mechanism... and he wasnt 'possessed' like the others, he was 'fey'.--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
:::The availability of moodable skills has '''no effect at all''' on the type of mood - a completely unskilled Peasant is perfectly capable of going Fey or Secretive. --[[User:Quietust|Quietust]] 21:38, 9 June 2011 (UTC)&lt;br /&gt;
::::I don't want to create an argument, just to clear it up. You ''claim'' that a Peasant can go Fey or Secretive, but is there evidence of it? If even a single dwarf were to enter a Fey or Secretive mood, who ''did not have any moodable skills prior'' (even at dabbling), this would disprove DJ Devil's hypothesis. Present a case where this has happened, and he should be satisfied. I would also like to see this evidence, as the only Possessed dwarves I've had were those without moodable skills - and those with had all (if I remember correctly) Fey or Secretive. --[[User:Drake1500|Drake1500]] 00:48, 20 June 2011 (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;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&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. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.&lt;br /&gt;
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
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:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
:::Old, but for posterity - dwarf profession only changes when the old profession is *outleveled* by the new profession.  So its perfectly possible your Woodcrafter had more xp in Mechanics, just not enough to put him a level of mechanics over his woodcrafter level and thus change his profession to Mechanic. --[[User:Squirrelloid|Squirrelloid]] 05:26, 24 April 2011 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
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I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
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== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
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== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
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:No, AFAIK it's like when they Trance in combat. All need for food / water / sleep vanishes for the duration. Could be wrong. May require !!science!!.&lt;br /&gt;
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== Dwarf not using available materials? ==&lt;br /&gt;
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Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
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== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
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== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
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==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
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:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
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== Clothier won't take materials ==&lt;br /&gt;
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I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
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== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
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==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;br /&gt;
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==cloth... thread...==&lt;br /&gt;
i think i can confirm this also means 'cloth(yarn)' for possessed dwarves, based on having both silk and plant fibre cloth AND thread available, in stockpiles nearby, but my possessed dwarf not going for either. there were also a number of other items on his list, but he'd found them all, and had them 'TSK'ed in the workshop. unfortunately, i'd left him to it too long (thinking he had all the items at his disposal, and would get going with it unsupervised) before i'd recognised he wasnt interested in the cloth available, and wanted some of the new yarn. he'd gone insane before i could sheer any animals, and weave it into cloth.--[[User:DJ Devil|DJ Devil]] 16:50, 8 May 2011 (UTC)&lt;br /&gt;
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==Infinite logs loop?==&lt;br /&gt;
This might possibly be because my dwarf likes mahogany logs and only has one of them, but it seems that all of the TSK'd items (more than 30 already) are logs and there are still things that my dwarf needs. Like metal bars, thread, etc. I had to set burrows to get my dwarf out of the workshop to get more items as well. 07:57, 17 May 2011 (UTC)&lt;br /&gt;
:See [[Planepacked]]. --[[User:Quietust|Quietust]] 14:58, 17 May 2011 (UTC)&lt;br /&gt;
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==New skills not moodable==&lt;br /&gt;
I haven't checked the entirety of the FOTF forum thread, but has anything been said about the new craftsdwarf skills like Potter and Waxworker becoming moodable. I like having a full complement of legendary craftsdwarves... because I'm anal retentive like that. [[Special:Contributions/199.67.140.44|199.67.140.44]] 00:46, 10 June 2011 (UTC)&lt;br /&gt;
:I've checked against a disassembly, and I can't find evidence that any of the new skills are moodable - there's a big table that maps moodable skills to the actual Strange Mood job selected (i.e. which workshop they claim and what kind of item they produce), and that table only goes up to the &amp;quot;Mechanic&amp;quot; skill. --[[User:Quietust|Quietust]] 03:01, 10 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=150526</id>
		<title>v0.31 Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=150526"/>
		<updated>2011-06-19T21:24:26Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Function Loss */&lt;/p&gt;
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&lt;div&gt;==Broken heart?==&lt;br /&gt;
I have seen a creature, while testing in the arena, with a broken heart.&lt;br /&gt;
My creature was modded to have a uncontrolled dust attack with a humanoid body without arms and with 4 legs. As 7 of them fought against a dragon, one of the surviving creatures had a broken heart. Either it has lost a loved one, or it had just broken its heart!--[[User:Niggy|Niggy]] 18:13, 16 June 2010 (UTC)&lt;br /&gt;
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One of my dwarves got a broken liver. Because liver is the most important part of the dwarven metabolism, adamantine sutures were used to fix it.--[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
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==Inhibited Dwarves==&lt;br /&gt;
Dwarves with some kinda of lasting status such as inhibited flash with a yellow '+'. How this effects the dwarf is on the hospital screen (weak grasp, etc.) Do not know to what extent inhibited dwarves are effected in work and combat.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:06, 15 June 2010 (UTC)&lt;br /&gt;
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== Lasting Injuries ==&lt;br /&gt;
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One of my dwarfs has injuries to her left arm and lower leg. These are listed in her personality section as &amp;quot;tiny curving scars&amp;quot; rather than dents or bruises as would be the case for combat injuries. Scarring causes permanent injuries? Needs corroboration.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
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:After checking around this applies to all my dwarves that have scars. Scarred areas are listed in the personality section, and remain permanently brown or yellow - i.e. minor/inhibited.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
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== Function Loss ==&lt;br /&gt;
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&amp;quot;From the description above, the new cyan &amp;quot;Function loss&amp;quot; appears to be paralyzation or numbness.&amp;quot;&lt;br /&gt;
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I've had about fifteen dwarves wrestling an ettin for about a month now, and the only things that turn cyan are internal organs (pancreas, kidney, lung). No limb or appendage has turned cyan that I've seen. I suspect that it is used for things that would not be, say, bruised or broken, but otherwise damaged. --[[User:Zombiejustice|Zombiejustice]] 18:40, 10 April 2010 (UTC)&lt;br /&gt;
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:After another week and some dogs joining in, the eyes went cyan, too. So it's not just /internal/ organs, but I think my earlier conclusion is still sound. --[[User:Zombiejustice|Zombiejustice]] 21:55, 10 April 2010 (UTC)&lt;br /&gt;
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::I have a dwarf whose lower spine /was/ broken, but then after it was healed (somewhat), it turned cyan. He still can't walk - but this says that cyan is more than just internal organs, but also for other permanent injuries that affect the dwarf somehow. --[[User:Drake1500|Drake1500]] 21:24, 19 June 2011 (UTC)&lt;br /&gt;
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== Post Traumatic Stress ==&lt;br /&gt;
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I've only found limited references to what I think is a bug: after one of my military dwarves was brain-damaged during a goblin ambush (and after the goblins were dead or long-gone) she kept spamming &amp;quot;Urist McMacedwarf cancels rest: interrupted by goblin mace man&amp;quot;. Although sporting a whole range of grievous wounds, she would ''not'' be carried to a hospital bed as the rest of the wounded, since she apparently retained consciousness albeit a strange dementia wherein she kept thinking goblins were still all around her. I thought this a bit comical at first, and after all, suffering brain damage could now be liable for myriad of behavioral quirks but when the spam messages -- about 5 per second -- went into the 1,000 range, and the dwarf kept sitting there, not having eaten or drank for over a month, I began getting concerned (especially when this eventually led to the game crashing, I assume from congestion of the spam messages). Recently, however, I had the same thing happen to a dwarf who had ''not'' suffered any brain or head injury, and yet the same thing's happening with her, leading me to believe it's a bug. The only solutions offered on the Bay12 forums involve deconstructing the bed of or killing the said dwarf on the pretense that he/she is underground, in one's fortress, specifically in the hospital. My wounded hospital dwarves have never spammed these messages (and why would they -- they're already resting) and both these instances occurred with dwarves still outside. I cannot have my squads kill them and see no way of ending the stream of messages. Any ideas? --[[User:Bronzebeard|Bronzebeard]] 12:45, 4 May 2010 (UTC)&lt;br /&gt;
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:Good news: I've found a way to fix this bug! Apparently, the confused (or bugged, as the case may be) dwarves have to sustain another injury to snap them out of it. With a heavy heart, I built a menacing spike right under the troubled dwarf and connected it to a lever nearby, and had it pulled. To my disappointment, as I wanted to at least afford her a quick death, it only wounded her. I was going to have it pulled again before I discovered the spam messages had stopped and, despite the dire injuries, she was no longer trying to rest but attend a combat drill, but nonetheless, a dwarf nearby headed toward her to carry her off to a hospital bed. Problem solved, evidently. --[[User:Bronzebeard|Bronzebeard]] 02:59, 5 May 2010 (UTC)&lt;br /&gt;
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== Broken Skulls? ==&lt;br /&gt;
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I've been controlling creatures in the Arena, and something strange happened.  I was wandering around with nothing but a maul, trashing goblins because I could, and I hit a goblin in the head.  It said that it broke its skull, so I moved on to another creature, and didn't notice that it started following me.  Focusing on the actual threats, I killed everything else, and then it killed me by stabbing me in the lung.  Has this happened to anyone else?--[[User:Mad Fencer|Mad Fencer]] 23:02, 22 May 2010 (UTC)&lt;br /&gt;
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:Propably you damaged only the cranial bone, but left the brain intact enough to not kill him instantly.--[[User:Gnarker|Gnarker]] 20:02, 28 May 2010 (CEST)&lt;br /&gt;
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== Pale ==&lt;br /&gt;
Just discovered a Hoary Marmot badly wounded by a Troglodyte, which had the 'pale' descriptor in the wounds-screen. I think that came from the heavy blood loss.--[[User:Gnarker|Gnarker]] 20:06, 28 May 2010 (CEST)&lt;br /&gt;
:Yah, that was present in 40d as well. It goes 'Faint', then 'Pale', and then the creature dies. Sorta the same way 'Hungry' and 'Starving' work, except it's referring to running out of blood instead of running out of food. Happens to your dwarves too, along with every creature that bleeds. --[[User:DeMatt|DeMatt]] 20:31, 28 May 2010 (UTC)&lt;br /&gt;
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== This page needs more info ==&lt;br /&gt;
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RIght now it should say what different injuries effects are.--[[User:Toybasher|Toybasher]] 12:10, 29 May 2010 (UTC)&lt;br /&gt;
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I added in a section describing what effects missing limbs (specifically, arms) have. --[[User:Existent|Existent]] 15:44, 11 August 2010 (UTC)&lt;br /&gt;
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== Death by workshop? ==&lt;br /&gt;
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So, my woodcutter is happily working on some bins, when suddenly an announcement pops up. &amp;quot;Cog Dalzatkikrost, Woodworker has bled to death.&amp;quot; His corpse is still in his workshop. There appears to be no units on the unit list aside from my dwarves and embark animals. This workshop is outside, but very close to a meeting zone that has other dwarves on break and animals present. The Thoughts and Preferences screen says &amp;quot;His upper body is gone&amp;quot;. Being the woodworker, he had a copper battle axe, but I'm not sure if that's relevant. What on earth happened here? --[[Special:Contributions/174.0.202.59|174.0.202.59]] 22:21, 17 June 2010 (UTC)&lt;br /&gt;
:A few seconds after this happened, a stray dog just randomly died in what I can only assume is a similar fashion. &amp;quot;His upper body is gone&amp;quot; --[[Special:Contributions/174.0.202.59|174.0.202.59]] 22:27, 17 June 2010 (UTC)&lt;br /&gt;
::A horse standing in the same general area as both the dog and the woodcutter just got some random leg wounds, but didn't die. I was sitting here watching this happen. I didn't see anything approach it, and neither did my dwarves apparently. It just suddenly ran off in one direction, leaving a trail of blood, and stopped a few tiles away closer to my other dwarves which were in the meeting area on break.&lt;br /&gt;
:::Can be magma one level below, or melting rain bug, or other temperature bug. -Afoninv&lt;br /&gt;
::::Or El Chupacabra.&lt;br /&gt;
:All dead dwarves show with &amp;quot;upper body is gone&amp;quot; afterwards, it's not an actual indicator of what killed them. You can now press R to get combat reports though with the same details from adventure mode. [[User:Scikar|Scikar]] 18:42, 8 August 2010 (UTC)&lt;br /&gt;
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== Colossus of Socks ==&lt;br /&gt;
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Apparently a cave spider silk sock can be used as an improvised weapon by the colossus if stolen from one of the dwarves... Its been three years, and the colossus has never once stopped beating my hammerdwarf with it. I just left them alone in a secluded room together. Its entertaining. It seems a dwarf can take damage to every piece of his body without dying. Especially if its constant, and with a sock.&lt;br /&gt;
:This brings another thing to mind. http://www.youtube.com/watch?v=9VDvgL58h_Y&lt;br /&gt;
:--[[User:Axussriddare|KETHCHUP BERSERK!!!]] 16:04, 21 October 2010 (UTC)&lt;br /&gt;
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Yes, I spent over a year fighting a Bronze Colossus who insisted on bashing elves and my adventurer eventually to death with a Pig tail skirt...--[[User:Haydosss|Haydosss]] 08:13, 3 November 2010 (UTC)&lt;br /&gt;
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== Limb Loss == &lt;br /&gt;
I've just had a Speardwarf have his arm cut off in battle (he continued fighting and ended up killing about 10 goblins) and he survived the entire fight. Now he is wandering around as though there is (almost) nothing wrong, he hasn't gone to the Hospital once despite there being many beds. I think the section on missing limbs needs to be changed just to point out that not all dwarves will linger in the hospital after losing a limb. &lt;br /&gt;
By the way, he is pretty much doing the exact same thing as he did before losing his arm.&lt;br /&gt;
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: NEVER UNDERESTIMATE A DWARF! I noticed one of the dwarves in my army had no arms. After several failed attempts to retire him to a desk job I put him back in the military with no armor or equipment expecting him to die in the next siege. He didn't die. Instead he has gone on to survive several sieges and get at least seven kills that I know of AFTER losing both his arms. He is a legendary fighter with some other assorted combat skills at talented and below. He currently has 28 kills and 10 other kills. He's not dead yet. --[[User:Doctorzuber|Doctorzuber]] 06:33, 23 February 2011 (UTC)&lt;br /&gt;
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== Making nerve damage healable ==&lt;br /&gt;
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The article says you can make nerve damage healable by editing the raw files. Do you have to do this before creating the world? I edited the tissue_template_default.txt file in raw/objects and in the save folder. But the nerve damage remains. [[Special:Contributions/220.253.87.249|220.253.87.249]] 03:07, 5 January 2011 (UTC)&lt;br /&gt;
:I believe so, but haven't verified. &amp;amp;mdash;[[Special:Contributions/98.221.97.100|98.221.97.100]] 06:30, 5 January 2011 (UTC)&lt;br /&gt;
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It was suggested that nerves are only ever severed, so they do not heal, and adding this tag does nothing. Can someone confirm? --[[User:Naros|Naros]] 03:30, 12 February 2011 (UTC)&lt;br /&gt;
:Confirmed. The line [TISSUE_NAME:nervous tissue:NP] may suggest that it only applies to spinal nerves, since those are the only nerves which I've seen being referred to as &amp;quot;nervous tissue&amp;quot;. --[[User:Eepkeep|Eepkeep]] 16:36, 21 February 2011 (UTC)&lt;br /&gt;
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== Scarring ==&lt;br /&gt;
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Thanks to this discussion page I've learned that it leaves the body part that's scarred permanently marked as wounded. Is there any way to disable the scars doing this? It makes me constantly think my adventurer has taken FAR more damage than he actually has.&lt;br /&gt;
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:The scarring is due to the body part being permanently injured.  If you check your adventurer's health screen, you will see possibly nerves still wounded, and maybe just skin and fat. --[[User:Dsarker|Dsarker]] 14:18, 14 June 2011 (UTC)&lt;br /&gt;
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== Labor ==&lt;br /&gt;
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I have an apparently heavily injured potter who refuses to give up picking up some equipment. He has tried 221 times and counting. the flood of messages is keeping me from reading the other more important messages from a an ongoing tantrum spiral. Anyone know any way to stop this? [[Special:Contributions/70.132.3.212|70.132.3.212]] 04:47, 13 June 2011 (UTC)&lt;br /&gt;
:By the way, turning off all of his labors didn't work. [[Special:Contributions/70.132.3.212|70.132.3.212]] 04:54, 13 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=150306</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=150306"/>
		<updated>2011-06-12T18:40:10Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Bugs */  adding cage/trade depot bug to the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
For cage traps, see [[Traps#Cage_Trap|traps]].&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from {{L|wood}} at a {{L|carpenter's workshop}}, from {{L|metal}} at a {{L|metalsmith's forge}}, and from {{L|glass}} at a {{L|glass furnace}}.&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.  A major change in version .31.19 is that grazing creatures will starve if left in cages.  Grazing creatures require access to {{L|grass}}, {{L|moss}} or {{L|floor fungus}} for survival, which can be achieved by assigning them to a {{L|zone|pasture}} that has plenty of tasty grass/moss.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects or a {{L|dragon}}, a thousand cats plus more, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
{{L|Vermin}} can also assigned to cages, to save space or {{l|animal trap}}s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature in it. You must have a triggered (linked to a {{L|lever}}) cage to release tamed small creatures (like most birds).&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the whole lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
Another way to get creatures out of cages which are not built, is to assign the creatures to pastures (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a {{L|tame}}d {{L|creature}}, the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed {{L|vermin}}, in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
The easiest way to take away all prisoner-held armor and clothing is via the mass designation tool.  Use {{K|d}}-{{K|b}}-{{K|c}} and {{K|d}}-{{K|b}}-{{K|d}} to designate an area (i.e. your animal {{L|stockpile}}, filled with caged hostiles) from which all items will be reclaimed and dumped.  Afterwards, hit {{K|k}}, go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves.  The end result will be that prisoners will be stripped naked but the cages themselves (and the creatures within) will remain in place, ready to be used for whatever purpose.  If you want to keep the items, you need only place your garbage dump zone somewhere near your armor stockpiles and unforbid all the stuff after it is dumped there.&lt;br /&gt;
&lt;br /&gt;
You can also find the items carried by caged {{L|troll}}s, {{L|kobold}}s, etc. in the {{L|stocks}} menu and designate them for dumping. While it is easy to identify troll/kobold clothes because they will always be described as &amp;quot;large&amp;quot;/&amp;quot;small&amp;quot;, it is harder to make sure you have found the right weapons; you can verify that you are targeting the right items by using the zoom function; it should point you to the cage. Mark the items for dumping, and dwarves will come to the cage and take them.&lt;br /&gt;
&lt;br /&gt;
If you want to use caged invaders for target practice, it may be wise to go into the Stocks screen and remove the Dump designation from all of their armor - this way, only their weapons will be taken away, allowing them to take significantly more damage (and provide more experience).&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many {{L|Trap#Cage_Trap|cage traps}} then you may have trouble emptying out cages quickly enough at times. See {{L|Mass pitting}} for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
&lt;br /&gt;
When bringing a cage to the Trade Depot in order to trade it, any animals inside the cage will be freed.{{Bug|4065}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=149910</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=149910"/>
		<updated>2011-06-04T03:08:46Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Military */ Marksdwarfs using combat bolts for training is resolved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:46, 1 February 2011 (UTC)}}{{av}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
&lt;br /&gt;
'''This page recently underwent a major cleanup edit.  See the talk page for more info.'''&lt;br /&gt;
&lt;br /&gt;
:As the version is new, and we're still discovering bugs,  a lot of unverifiable information is going to get added to this thread.  It is recommended that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that others can discuss and document each bug on the discussion page.  Following confirmation of a bug with a specific description of what's occurring, the parenthetical can be removed.  &lt;br /&gt;
&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Animals are listed twice in some places, including the embark and trade agreement screens.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
*Nobles demands cabinets in their room but cabinets cant be assigned to any dwarf&lt;br /&gt;
:Placing a cabinet into any other room the noble has already been assigned is counted towards the cabinets he has demanded. Same goes for armor stands, weapon racks and chests.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;There are currently very few or even no fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2015 Bug Tracker]&amp;lt;/s&amp;gt;&lt;br /&gt;
Fixed in .22. There may still be an issue with fish getting extinct eventually after 20+ years.&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=13 Bug Tracker] -- '''Fixed''' in .31.19.&lt;br /&gt;
:Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] -- '''Fixed''' in .31.13.&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Ashery takes all the buckets whenever it is making lye, but never returns back. Cause seems to be when it takes a bucket that has water and makes lye on it.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:Bug is display only. Stats are based on the rock used. -- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. &lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!)&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573 Forum Link]&lt;br /&gt;
:Just means shell or bone are needed (possibly also skin, skull, hoof, tooth, horn)&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:I think it means rock blocks.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;{{bug|0093}} and {{bug|0359}} '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood;A different but related bug: in most versions, all bone artifacts are stripped of all additional decorations &amp;lt;/s&amp;gt; {{bug|2806}}'''Fixed''' {{v|0.31.22}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''{{L|Military|Main Military Page}}'''&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
&amp;lt;s&amp;gt;*If you set a kill order (squads -&amp;gt; kill -&amp;gt; select the target from the map) and the target escapes to outside of the map -&amp;gt; crash. (segmentation fault).  &amp;lt;/s&amp;gt; Fixed in .25, thankfully.&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
::::This sounds like it may be a misunderstanding of the military system, because this is actually the default mode for soldiers.  If their current task is &amp;quot;no scheduled order&amp;quot;, they'll do civilian life + combat drills (without the soldier icon, and possibly without uniforms), but they'll respond to move/attack orders normally.  The &amp;quot;inactive&amp;quot; schedule (the '''default''' schedule) has &amp;quot;no scheduled order&amp;quot; throughout. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:45, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:{{L|Military/Guide}} -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Marksdwarves use any assigned bolts for training, regardless of ammunition settings.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2840 Bug Tracker] -- '''Fixed''' {{version|0.31.22}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
**Build something on the tile to solve&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
*Dwarves are incapable of putting on clothing that they've acquired, causing them to wander around naked as their clothes wear out. &lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=2481 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Dungeon masters will never turn up, no matter how the Fortress progresses.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=3453 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
&lt;br /&gt;
*When typing quickly in to the search tab for naming groups and fortresses at embark crashes may occur&lt;br /&gt;
&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Yak&amp;diff=149803</id>
		<title>v0.31:Yak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Yak&amp;diff=149803"/>
		<updated>2011-06-01T03:19:59Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: added hide to products, to match with other animal pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=13-21&lt;br /&gt;
|fat=8&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=2&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=16&lt;br /&gt;
|skull=1&lt;br /&gt;
|horn=2&lt;br /&gt;
|hair=1&lt;br /&gt;
|hoof=4&lt;br /&gt;
|cartridge=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Yaks&amp;quot;'' require a {{l|pasture}} to survive. However, they have a high food requirement which makes them a poor choice for livestock.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave-in&amp;diff=149802</id>
		<title>v0.31:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave-in&amp;diff=149802"/>
		<updated>2011-06-01T02:31:54Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Results of a cave-in */  -fixing typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:06, 6 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''cave-in''' is when walls, floors, and objects plummet downwards to lower {{L|Z-axis|Z-levels}} under the influence of {{L|gravity}}. A cave-in will occur if constructions or ground tiles are detached from all support (bridges do not support constructions). Since it is only a placeholder, the system is highly unrealistic&amp;amp;mdash;you can hold up a giant megafortress by a slender pillar of soap. [[Toady One]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the {{L|Technical tricks|init}} file, by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''disconnected'' {{L|construction}} or section of {{L|rock}} or {{L|soil}} will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even {{L|Stair}}s (natural or constructed), and {{L|support}}s (naturally) provide support/connections. '''Diagonal connections and {{L|bridge}}s do not.'''&lt;br /&gt;
&lt;br /&gt;
Note that supports and fortifications, but '''not''' [[statue]]s, create an invisible floor on the level above them.  No dwarf can enter the invisible floor, but it will hold an area attached to the floor tiles in four directions alongside it or the constructed/natural wall above it.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
* Any {{L|creature}} caught directly underneath (on the same tile underneath) a cave-in is killed, no exception.&lt;br /&gt;
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}&lt;br /&gt;
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. &amp;lt;s&amp;gt;No&amp;lt;/s&amp;gt; Pun intended.&lt;br /&gt;
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked {{L|unconscious}} and can be thrown a few tiles, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).&lt;br /&gt;
* All {{L|building}}s and non-wall {{L|construction}}s under the falling area are destroyed. Buildings above the cave-in will deconstruct if they are no longer supported.&lt;br /&gt;
* Natural terrain will remain intact during the cave-in; the only effect is they are revealed. {{verify}}&lt;br /&gt;
* Constructions will deconstruct when they collide with solid terrain.&lt;br /&gt;
* Any terrain crashes through multiple {{L|floor}}s, and stops only upon reaching solid ground or a constructed wall, where natural terrain piles up and constructions deconstruct.&lt;br /&gt;
* Mined stairs and {{L|ramp}}s will settle like unmined rock; Stairs that fall down onto previously empty {{L|floor}}s will reveal the level below. If there's rock or a floor above them, it'll cover the stairs.&lt;br /&gt;
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your {{L|gem}} pile was directly below and you had a {{L|magma}} tube three Z levels afterward... you get the idea.&lt;br /&gt;
* Any water displaced by falling natural walls is not destroyed, but displaced upwards(!) to directly on top of the fallen walls.&lt;br /&gt;
* Soil walls tend to turn into a different soil type when they fall into a stone layer.&lt;br /&gt;
* {{L|Magma mist}} will be generated in all tiles of magma that were in the path of the cave-in.&lt;br /&gt;
* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in.&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a {{L|support}} under the stone mass, and link it to a distant {{L|lever}}. When you're done, hide everyone, pull the lever and watch the fireworks.  If you're feeling lazier, use statues to keep dwarves off the wrong squares.  Provided they move directly away from the cave-in area, the dust may not catch them - and they don't blunder off edges and die unless the dust catches them.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves {{L|channel}}ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your {{L|miner}} if they get disconnected from the ground. Easy thing to miss the first time you do it.&lt;br /&gt;
&lt;br /&gt;
The solution here is to dig ramps instead, since these take away both the {{L|soil}} on the level you are digging on and the floor on the level above. This is not foolproof, however, as {{L|tree}}s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur.&lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
Intentional cave-ins serve several purposes:&lt;br /&gt;
* '''Defense'''&lt;br /&gt;
*: Use cave-ins to block off water approaches to underground cavern levels.  Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Death'''&lt;br /&gt;
*: Since a cave-in kills all {{L|creatures}} instantly, it can provide a {{L|Unfortunate accident|convenient}} or amusing way to off a group of creatures.  This is also one of the most effective ways of dealing with {{L|titan}}s and {{L|forgotten beast}}s with dangerous {{L|syndrome}}s, especially airborne contaminants (deadly dust/vapors) and poisonous blood. Also, it's a great way to 'spare' an {{L|Wound|'injured'}} dwarf who likes 'laying' a bed all to {{L|Noble|himself.}}&lt;br /&gt;
* '''Removal of floor tiles'''&lt;br /&gt;
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself!&lt;br /&gt;
* '''Breaking through multiple aquifer levels'''&lt;br /&gt;
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
* '''Trapping [TRAPAVOID] creatures:'''&lt;br /&gt;
*: Since the dust from a cave-in can knock creatures unconscious, and any unconscious creature triggers a trap (including your dwarves and other friendly creatures), combine a cave-in with nearby cage traps for the capture. Note that this is only useful for kobolds and gremlins, as all other creatures which avoid traps are also immune to being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
=== Caving-in the toplevel/terrain from inside ===&lt;br /&gt;
&lt;br /&gt;
You can cause terrain above you to cave in without going outside by first mining up stairs below the &amp;quot;borderline&amp;quot; you want to channel, channel the tiles above them, and removing the stairs afterwards.&lt;br /&gt;
The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Not literal vermin, those won't be blocked.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149801</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149801"/>
		<updated>2011-06-01T02:25:34Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Notes */ - missed some typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a {{L|furniture}}-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from {{L|stone}} or {{L|ore}} (with the {{L|masonry}} {{L|labor}} at a {{L|mason's workshop}}), wood (with the {{L|carpentry}} labor in a {{L|carpenter's workshop}}), {{L|Metal|metal bar}}s (with the {{L|blacksmithing}} labor at a {{L|forge}}), or {{L|glass}} (with the {{L|glassmaking}} labor at a {{L|glass furnace}}).&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a {{L|fortification}}, but with 2 differences:&lt;br /&gt;
* It is a {{L|building}} instead of a {{L|construction}}. It doesn't overwrite the tile below it, and it can be smashed by building destroyers.&lt;br /&gt;
* It can be linked to a {{L|lever}} or {{L|pressure plate}}. Once linked, it works like a linked {{L|door}} which doesn't stop fluids, {{L|arrow}}s or {{L|Miasma}} when closed.&lt;br /&gt;
Wall grates set the boundary for the room being resized, but they do not provide support for the doors construction.  &lt;br /&gt;
Unlike a constructed wall, the grate has some quality level and can be decorated.&lt;br /&gt;
&lt;br /&gt;
== Floor Grate ==&lt;br /&gt;
A floor grate blocks {{L|creatures|creature}} and item movement like a {{L|floor hatch}}, but it lets {{L|water}}, {{L|magma}}, and ranged attacks through like an open tile. It doesn't block line of sight. It can be linked. Triggered, it opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached {{L|orthogonal|orthogonally}} (i.e. not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to cave-in immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
You can not have a {{L|stockpile}} on floor grates.&lt;br /&gt;
&lt;br /&gt;
Tiles below a floor grate do count as inside. They will not stop light.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical and horizontal {{L|bars}} seem to be functionally identical. The difference between grates and bars is that bars can only be made of metal (and other materials that come in {{L|bar}}s) but they can be constructed by any dwarf from {{L|bar|raw metal bars}} and do not require an intermediate production step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you wish to remove a floor piece that is linked to a grate, make sure that the dwarf that carries out the job does not stand on the grate, or remove all grates first. The grate will not be supported, and fall (with your uncareful dwarf on it), and you will experience the famous equation: &amp;quot;It's not the fall that kills you, it's the sudden stop at the end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149800</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=149800"/>
		<updated>2011-06-01T02:23:50Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Notes */  - fixing typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a {{L|furniture}}-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from {{L|stone}} or {{L|ore}} (with the {{L|masonry}} {{L|labor}} at a {{L|mason's workshop}}), wood (with the {{L|carpentry}} labor in a {{L|carpenter's workshop}}), {{L|Metal|metal bar}}s (with the {{L|blacksmithing}} labor at a {{L|forge}}), or {{L|glass}} (with the {{L|glassmaking}} labor at a {{L|glass furnace}}).&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a {{L|fortification}}, but with 2 differences:&lt;br /&gt;
* It is a {{L|building}} instead of a {{L|construction}}. It doesn't overwrite the tile below it, and it can be smashed by building destroyers.&lt;br /&gt;
* It can be linked to a {{L|lever}} or {{L|pressure plate}}. Once linked, it works like a linked {{L|door}} which doesn't stop fluids, {{L|arrow}}s or {{L|Miasma}} when closed.&lt;br /&gt;
Wall grates set the boundary for the room being resized, but they do not provide support for the doors construction.  &lt;br /&gt;
Unlike a constructed wall, the grate has some quality level and can be decorated.&lt;br /&gt;
&lt;br /&gt;
== Floor Grate ==&lt;br /&gt;
A floor grate blocks {{L|creatures|creature}} and item movement like a {{L|floor hatch}}, but it lets {{L|water}}, {{L|magma}}, and ranged attacks through like an open tile. It doesn't block line of sight. It can be linked. Triggered, it opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached {{L|orthogonal|orthogonally}} (i.e. not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to cave-in immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
You can not have a {{L|stockpile}} on floor grates.&lt;br /&gt;
&lt;br /&gt;
Tiles below a floor grate do count as inside. They will not stop light.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical and horizontal {{L|bars}} seem to be functionally identical. The difference between grates and bars is that bars can only be made of metal (and other materials that come in {{L|bar}}s) but they can be constructed by any dwarf from {{L|bar|raw metal bars}} and do not require an intermediate production step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you wish to remove a floor piece, that is linked to a grate, make sure, that your dwarf, that outcarries the job, does not stands on the grate, or remove all grates first. If it happens, the grate will loose the hold, and fall (with your uncarefull dwarf), and can experience the famous equation: &amp;quot;It's not the fall that kills you, it's the sudden stop at the end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trade_depot&amp;diff=132958</id>
		<title>v0.31 Talk:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trade_depot&amp;diff=132958"/>
		<updated>2010-12-04T05:44:14Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* No subsection for mugs? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zero Trade Depot Access==&lt;br /&gt;
&lt;br /&gt;
Recently started a new fort, and the entire map is red/inaccessible. What could cause that? [[User:Pathaugen|Pathaugen]] 19:32, 10 November 2010 (UTC)&lt;br /&gt;
:Have you actually built the trade depot yet? Depot accessibility is traced from the '''depot''' to the map edge, not vice-versa, so if there's no finished depot then nothing'll be accessible. --[[User:Quietust|Quietust]] 20:23, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No subsection for mugs? ==&lt;br /&gt;
&lt;br /&gt;
When trading in my Trade Depot, I have to go to the &amp;quot;All&amp;quot; category to find the mugs that have been produced (0.31.18) - is this happening with everyone else, or is it just me? --[[User:Drake1500|Drake1500]] 05:44, 4 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=132957</id>
		<title>User:Drake1500</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=132957"/>
		<updated>2010-12-04T05:42:00Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37663</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37663"/>
		<updated>2009-05-06T04:50:54Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Elf Cannibals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Children==&lt;br /&gt;
Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT)&lt;br /&gt;
*[CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. [[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
*I can most definitely say the tag that allows breeding is [CHILD:]. [[User:Smew|Smew]] 26 April 2009&lt;br /&gt;
&lt;br /&gt;
== HOW DO I SHOT WEB? ==&lt;br /&gt;
first, does [WEBBER] imply the ability to shoot web, make webs or both?&lt;br /&gt;
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}&lt;br /&gt;
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)&lt;br /&gt;
::Impossible to shoot webs in adventure mode--[[User:Zchris13|Zchris13]] 22:41, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MAGICAL ==&lt;br /&gt;
&lt;br /&gt;
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. &amp;lt;br&amp;gt;&lt;br /&gt;
-Booken 06:22, 26 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== ITEMCORPSE ==&lt;br /&gt;
&lt;br /&gt;
(see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000602 this forum thread])&lt;br /&gt;
&lt;br /&gt;
[ITEMCORPSE:&amp;lt;type&amp;gt;:&amp;lt;subtype&amp;gt;:&amp;lt;material&amp;gt;:&amp;lt;matgloss&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Does the sub-type field actually have a use, or is the only option &amp;quot;NO_SUBTYPE&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [[Treant|Treants]] use the entry:&lt;br /&gt;
    [HAS_RACEGLOSS:WOOD]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
[[Treant|Treants]] will appear as &amp;quot;Mahogany treant&amp;quot;, &amp;quot;Oak treant&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
...this doesn't seem to do anything.  If I want the [[Treant]] to leave special remains, like my Foobar Tree, I have to change the creature tokens to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]&lt;br /&gt;
But here, I can only have &amp;quot;Foobar treants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The subtype field has a use for types with subtypes; for example, weapons or vermin. See [[item tokens]] for the few item types that have subtypes.&lt;br /&gt;
:The &amp;quot;WOOD&amp;quot; in [HAS_RACEGLOSS:WOOD] isn't a user-definable category; it matches the &amp;quot;WOOD&amp;quot; in MATGLOSS_WOOD. So you could probably set it to [HAS_RACEGLOSS:WOOD], [HAS_RACEGLOSS:STONE], [HAS_RACEGLOSS:METAL], or [HAS_RACEGLOSS:PLANT], but that's it.&lt;br /&gt;
:[[User:Darekun|Darekun]] 22:21, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== PACK_ANIMAL ==&lt;br /&gt;
&lt;br /&gt;
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
:It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tried to make a dwarf mode playable race with the [VERMIN_HUNTER] tag, and they went hungry. Took it away and they ate normal food again. Seems that when this tag is in place, the race will ONLY eat vermin. Have noted this in the entry.18:22, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
In conformance with the [[DwarfFortressWiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]].  It can keep the plural because people are usually concerned with all of the tokens instead of just one.  Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== defender ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DEFENDER 		Appears from the glowing pits after the magma river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version&lt;br /&gt;
:Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an &amp;quot;old&amp;quot; template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --[[User:Morlark|Morlark]] 12:14, 25 June 2008 (EDT)&lt;br /&gt;
::Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
== Body parts ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if there was a list of available body parts, ive been trying to make a new creature and am stuck using dwarven body parts... --[[User:High tech dragon|High tech dragon]] 22:59, 25 September 2008 (EDT)&lt;br /&gt;
:[[Body_tokens]] --[[User:Ikkonoishi|Ikkonoishi]] 08:28, 26 September 2008 (EDT)&lt;br /&gt;
::There is, of course, always the option to make your own body parts by editing the raws, though. Just make sure ''you know what you doing.'' &amp;lt;/ayb&amp;gt; --[[User:GreyMario|GreyMaria]] 16:02, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons and sizes ==&lt;br /&gt;
&lt;br /&gt;
I'm curious as to what tags allow or disallow the use of bows or crossbows. It seems like it could be that the stout tag disallows the use of bows, and the narrow disallows the use of crossbows, as I believe the races that have neither tag (humans, goblins) can use both weapons. Anyone confirm/deny/antithesize before I accidentally mess up my raws trying to find out? --[[User:Zombiejustice|Zombiejustice]] 17:20, 6 October 2008 (EDT)&lt;br /&gt;
*All that it takes to add or remove the use of bows and crossbows is to add or remove the weapon tag from the entity file. Dwarves can't equip bows at the military screen even if you allow them to use them though, that is hardcoded. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
== Catgirls ==&lt;br /&gt;
I'm attempting to put a new creature into the game - specifically, catgirls. They have the COMMON_DOMESTIC token, but won't show up in the embark menu. As directed by the guy who made them, I put the code into the creature_domestic_humanoid.txt and the body parts into body_domestic_humanoid.txt and there aren't any errors on world generation, so I assume the coding is right. Any help for someone with no real idea of what they're doing? --[[User:Simmura McCrea|Simmura McCrea]] 16:58, 17 October 2008 (EDT)&lt;br /&gt;
:OK, I put them into creature_domestic.txt this time, and they showed up, but they suffocated when I started playing. They have lungs, a throat and a mouth, so I can't think what they're missing. They're not aquatic or anything like that either, so I've no idea why they drowned. Here's the full code if you want to instantly pick out what I'm missing.&amp;lt;br&amp;gt;[CREATURE:CATHUMAN]&lt;br /&gt;
[NAME:catgirl:catgirls:catgirl]&lt;br /&gt;
[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PETVALUE:400]&lt;br /&gt;
[INTELLIGENT]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[COMMON_DOMESTIC][BENIGN][PET]&lt;br /&gt;
[MISCHIEVIOUS]&lt;br /&gt;
[PREFSTRING:cat ears]&lt;br /&gt;
[BODY:2BIGEARS:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS&lt;br /&gt;
:THROAT:NECK:SPINE:&lt;br /&gt;
BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
[MAXAGE:60:110]&lt;br /&gt;
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
[FAT:1]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[DIURNAL]&lt;br /&gt;
[STANDARD_FLESH]&lt;br /&gt;
[HOMEOTHERM:10067]&lt;br /&gt;
[LAYERING:10]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[CANNOT_UNDEAD]&lt;br /&gt;
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
[PERSONALITY:ADVENTUROUSNESS:0:60:100]&lt;br /&gt;
[PERSONALITY:CHEERFULNESS:50:75:100]&lt;br /&gt;
[PERSONALITY:EXCITEMENT_SEEKING:25:75:100]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:50:75:100]&lt;br /&gt;
[PERSONALITY:ORDERLINESS:0:20:40]&lt;br /&gt;
[PERSONALITY:CAUTIOUSNESS:0:10:30]&lt;br /&gt;
--[[User:Simmura McCrea|Simmura McCrea]] 12:17, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
They have no brain? They need a [Nothought] tag for that i think. You need to check the linkings in the body folder too to make sure everything's attached as it should be. If they still dont work just check through each of the tokens with the wiki and you should find the problem.&lt;br /&gt;
:They do have a brain and all the tokens seem to be fine. I added [CAN_LEARN] and [CAN_SPEAK] in case the [INTELLIGENT] tag was playing up, but it doesn't seem so. I'm a little stuck now, so I might have to go without catgirls for a while.--[[User:Simmura McCrea|Simmura McCrea]] 08:41, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you want a quick fix, just add [NOBREATHE]! That'll let you check the bodyparts in game (and in 99.9% of situations, it'll be the same as a more in-depth fix.) Putting the ears before the main body token might be the problem.--[[User:Navian|Navian]] 13:52, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Messing with the order of the body parts didn't do anything, so it'll have to be [NOBREATHE]. Ah well, thanks for the help. --[[User:Simmura McCrea|Simmura McCrea]] 17:23, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there's something weird going on. They're still suffocating. I generated a new wold after saving the [NOBREATHE] tag and my catgirls are still suffocating. It seems that catgirls can defy even DF's questionable physics. --[[User:Simmura McCrea|Simmura McCrea]] 17:33, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a similar problem when attempting to introduce a novel species: They would spawn with no body parts and instantly suffocate (apparently you run out of oxygen before having to worry about a lack of blood or brains). The errorlog told me I'd mistyped the name for the main body. And then I forgot that you had to close DF and reopen it for the changes to take effect. But I digress. Two things: Firstly, those line breaks (if they're in the source) may be confusing the game. Try turning off &amp;quot;word wrap&amp;quot; or similar so that it's all on one line before saving it. Secondly, check the errorlog and see if it's throwing any errors. Make a world, embark to a site, let them all suffocate, and then open up errorlog.txt. You say there weren't any errors in worldgen, but seeing as you can apparently have 200-year-old civilizations of bodiless beings waging war and generally not dying due to massive everything failure, I don't think it checks for sanity until they appear on the sitemap.--[[User:Quil|Quil]] 17:53, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yep, that's got it. Cheers! --[[User:Simmura McCrea|Simmura McCrea]] 13:31, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I may, which &amp;quot;that&amp;quot; was the one that got it?--[[User:Quil|Quil]] 14:17, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The word wrap. What a weird way to break a creature. --[[User:Simmura McCrea|Simmura McCrea]] 17:36, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==World Gen and Megabeasts==&lt;br /&gt;
Anyone know what controls how many megabeasts are spawned during world gen?  I'm hoping its something in the creature tokens (like genpower) and thus easily moddable - just increasing DAMBLOCK doesn't seem to increase their longevity much, and I'd like to play in a world older than 50 years with a decent number of megabeasts remaining. --[[User:Squirrelloid|Squirrelloid]] 04:03, 20 December 2008 (EST)&lt;br /&gt;
*I think it is hard coded. Currently the best way to have your megabeasts survive longer is move all of you megabeasts to their own text file and then copy it make sure that both files have the exact same name, no copy number 1 on the end or anything like that. In one version change their DAMBLOCK and SIZE to enormous numbers, like 100000. worldgen with this text file in the raws. Then switch the two text files. This should restore all of your megabeasts to normal power. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
::You mean that for a medium (for example) world there can never be more than 18 megabeasts?  That's really lame... --[[User:Squirrelloid|Squirrelloid]] 03:26, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About megabeast modding... after adding the TRAINABLE tag to some, and after one attacked and my Dungeon Master tamed it, we stopped having sieges. It's been 3 years now and we haven't even seen so much as a single thief or ambush. We count ourselves lucky to have continued to receive liaisons and caravans however. We're making plans to drop it into a bottomless pit to see if that fixes the problem however. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 04:31, 03 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
The megabeast burst into pieces against a ledge within the bottomless pit and that spring a vile force of darkness arrived. Problem solved. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 05:00, 03 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elf Cannibals ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to find the tag that makes elves (supposedly) eat sentient creatures.  As far as I can tell from the raws, they are not, in fact, cannibals.  Can anyone give insight?  --[[User:Smartmo|Smartmo]] 02:22, 3 May 2009 (UTC)&lt;br /&gt;
:Actually, it's the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag in the entity_default that lets them eat sentient creatures that they kill. They won't eat sentients they don't kill, due to the [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] tag.--[[User:Drake1500|Drake1500]] 04:50, 6 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Body_token&amp;diff=45607</id>
		<title>40d Talk:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Body_token&amp;diff=45607"/>
		<updated>2009-05-06T04:17:06Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to an old dev log, [APERTURE] means it can't be gouged out (to prevent mouths from falling off). Updating the wiki description. --[[User:Untelligent|Untelligent]] 21:03, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does [EMBEDDED] make a body part invisible or not? [EMBEDDED] says it does not; [SMALL] says it does.--[[User:Drake1500|Drake1500]] 04:17, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== double check CONTYPE example ==&lt;br /&gt;
&lt;br /&gt;
Hi, I added an example as to how CONTYPE works because I think it is confusing.  I am pretty sure I got it right, but please feel free to double check and correct me if I am wrong.  As I understand, CONTYPE will connect any A body part to all other body parts in the creature that match the CONTYPE.  So effectively, you can use CONTYPE effectively for upper and lower body, but not for things like hands.  In order to keep a right and left hand from connecting to BOTH the right and left arm (like some weird straight-jacket creature with fused crossed arms), you need to use CON and BP ids.&lt;br /&gt;
&lt;br /&gt;
Again, please correct me if I am wrong.  I am new to this but want to help others avoid the confusions that I had (and perhaps am still having) when starting off.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 05:35, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== internal connections? ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if internal organs can connect to each other? (example: lower spine connected to upper spine)&lt;br /&gt;
Also, can external organs connect to internal organs? (example: head connected to [INTERNAL]neck)&lt;br /&gt;
&lt;br /&gt;
I am about to do a test of these, in case they haven't been done before.&lt;br /&gt;
&lt;br /&gt;
One more question: can a body part connect to more than one other part?--[[User:Drake1500|Drake1500]] 04:05, 6 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Body_token&amp;diff=45606</id>
		<title>40d Talk:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Body_token&amp;diff=45606"/>
		<updated>2009-05-06T04:05:11Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* internal connections? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to an old dev log, [APERTURE] means it can't be gouged out (to prevent mouths from falling off). Updating the wiki description. --[[User:Untelligent|Untelligent]] 21:03, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== double check CONTYPE example ==&lt;br /&gt;
&lt;br /&gt;
Hi, I added an example as to how CONTYPE works because I think it is confusing.  I am pretty sure I got it right, but please feel free to double check and correct me if I am wrong.  As I understand, CONTYPE will connect any A body part to all other body parts in the creature that match the CONTYPE.  So effectively, you can use CONTYPE effectively for upper and lower body, but not for things like hands.  In order to keep a right and left hand from connecting to BOTH the right and left arm (like some weird straight-jacket creature with fused crossed arms), you need to use CON and BP ids.&lt;br /&gt;
&lt;br /&gt;
Again, please correct me if I am wrong.  I am new to this but want to help others avoid the confusions that I had (and perhaps am still having) when starting off.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 05:35, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== internal connections? ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if internal organs can connect to each other? (example: lower spine connected to upper spine)&lt;br /&gt;
Also, can external organs connect to internal organs? (example: head connected to [INTERNAL]neck)&lt;br /&gt;
&lt;br /&gt;
I am about to do a test of these, in case they haven't been done before.&lt;br /&gt;
&lt;br /&gt;
One more question: can a body part connect to more than one other part?--[[User:Drake1500|Drake1500]] 04:05, 6 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Body_token&amp;diff=45605</id>
		<title>40d Talk:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Body_token&amp;diff=45605"/>
		<updated>2009-05-06T04:00:34Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* internal connections? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to an old dev log, [APERTURE] means it can't be gouged out (to prevent mouths from falling off). Updating the wiki description. --[[User:Untelligent|Untelligent]] 21:03, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== double check CONTYPE example ==&lt;br /&gt;
&lt;br /&gt;
Hi, I added an example as to how CONTYPE works because I think it is confusing.  I am pretty sure I got it right, but please feel free to double check and correct me if I am wrong.  As I understand, CONTYPE will connect any A body part to all other body parts in the creature that match the CONTYPE.  So effectively, you can use CONTYPE effectively for upper and lower body, but not for things like hands.  In order to keep a right and left hand from connecting to BOTH the right and left arm (like some weird straight-jacket creature with fused crossed arms), you need to use CON and BP ids.&lt;br /&gt;
&lt;br /&gt;
Again, please correct me if I am wrong.  I am new to this but want to help others avoid the confusions that I had (and perhaps am still having) when starting off.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 05:35, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== internal connections? ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if internal organs can connect to each other? (example: lower spine connected to upper spine)&lt;br /&gt;
Also, can external organs connect to internal organs? (example: head connected to [INTERNAL]neck)&lt;br /&gt;
&lt;br /&gt;
I am about to do a test of these, in case they haven't been done before.&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=48788</id>
		<title>User:Drake1500</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=48788"/>
		<updated>2009-05-05T02:50:42Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My custom mods:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New metal types! (Including better steel... but not TOO much better)&lt;br /&gt;
&lt;br /&gt;
-Pure Iron: requires 2 Iron (ore or bars); produces 1 bar; 110% effectiveness&lt;br /&gt;
&lt;br /&gt;
-Pure Steel: requires 2 Pure Iron; produces 2 bars; alternatively, requires 2 Steel, Coal; produces 1 bar; 150% effectiveness&lt;br /&gt;
&lt;br /&gt;
-Pure Gold: requires 2 Gold; produces 1 bar&lt;br /&gt;
&lt;br /&gt;
-Pure Silver: requires 2 Silver; produces 1 bar&lt;br /&gt;
&lt;br /&gt;
-Damascus Steel: requires Pure Steel, Coal, and raw green glass (yes, raw glass!); produces 1 bar; 175% effectiveness compared to iron&lt;br /&gt;
&lt;br /&gt;
-Maraging Steel: requires Pure Steel, Nickel, and Copper Ore (from Wikipedia, it actually needs Cobalt, but Cobalt is commonly found with copper ore); produces 2 bars; 175% effectiveness compared to iron&lt;br /&gt;
&lt;br /&gt;
-White Gold: requires 2 Gold, Nickel, and Platinum; produces 4 bars&lt;br /&gt;
&lt;br /&gt;
Files coming soon....&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=48787</id>
		<title>User:Drake1500</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=48787"/>
		<updated>2009-05-05T02:50:27Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My custom mods:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New metal types! (Including better steel... but not TOO much better)&lt;br /&gt;
&lt;br /&gt;
-Pure Iron: requires 2 Iron (ore or bars); produces 1 bar; 110% effectiveness&lt;br /&gt;
&lt;br /&gt;
-Pure Steel: requires 2 Pure Iron; produces 2 bars; alternatively, requires 2 Steel, Coal; produces 1 bar; 150% effectiveness&lt;br /&gt;
&lt;br /&gt;
-Pure Gold: requires 2 Gold; produces 1 bar&lt;br /&gt;
&lt;br /&gt;
-Pure Silver: requires 2 Silver; produces 1 bar&lt;br /&gt;
&lt;br /&gt;
-Damascus Steel: requires Steel, Coal, and raw green glass (yes, raw glass!); produces 1 bar; 175% effectiveness compared to iron&lt;br /&gt;
&lt;br /&gt;
-Maraging Steel: requires Steel, Nickel, and Copper Ore (from Wikipedia, it actually needs Cobalt, but Cobalt is commonly found with copper ore); produces 2 bars; 175% effectiveness compared to iron&lt;br /&gt;
&lt;br /&gt;
-White Gold: requires 2 Gold, Nickel, and Platinum; produces 4 bars&lt;br /&gt;
&lt;br /&gt;
Files coming soon....&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=48786</id>
		<title>User:Drake1500</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=48786"/>
		<updated>2009-05-04T05:27:11Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My custom mods:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New metal types! (Including better steel... but not TOO much better)&lt;br /&gt;
&lt;br /&gt;
-Damascus Steel: requires Steel, Coal, and raw green glass (yes, raw glass!); produces 1 bar; 150% effectiveness compared to iron&lt;br /&gt;
&lt;br /&gt;
-Maraging Steel: requires Steel, Nickel, and Copper Ore (from Wikipedia, it actually needs Cobalt, but Cobalt is commonly found with copper ore); produces 2 bars; 150% effectiveness compared to iron&lt;br /&gt;
&lt;br /&gt;
-White Gold: requires 2 Gold, Nickel, and Platinum; produces 4 bars&lt;br /&gt;
&lt;br /&gt;
Files coming soon....&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=48785</id>
		<title>User:Drake1500</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Drake1500&amp;diff=48785"/>
		<updated>2009-05-04T05:26:21Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: Created page with 'My custom mods:  New metal types! (Including better steel... but not TOO much better) -Damascus Steel: requires Steel, Coal, and raw green glass (yes, raw glass!); produces 1 bar...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My custom mods:&lt;br /&gt;
&lt;br /&gt;
New metal types! (Including better steel... but not TOO much better)&lt;br /&gt;
-Damascus Steel: requires Steel, Coal, and raw green glass (yes, raw glass!); produces 1 bar; 150% effectiveness compared to iron&lt;br /&gt;
-Maraging Steel: requires Steel, Nickel, and Copper Ore (from Wikipedia, it actually needs Cobalt, but Cobalt is commonly found with copper ore); produces 2 bars; 150% effectiveness compared to iron&lt;br /&gt;
-White Gold: requires 2 Gold, Nickel, and Platinum; produces 4 bars&lt;br /&gt;
&lt;br /&gt;
Files coming soon....&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34779</id>
		<title>40d Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34779"/>
		<updated>2009-05-04T05:20:50Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Containers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page expansion ==&lt;br /&gt;
&lt;br /&gt;
I want to explore the reaction mechanisms further so I'm going to be gathering information from the forum and other pages on the wiki and linking it to the talk page to have a nice list put together for information sources. --[[User:Ikkonoishi|Ikkonoishi]] 12:51, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Reactions can produce other items besides metal and stones.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000101&lt;br /&gt;
&lt;br /&gt;
Using Plants as materials.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000051&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
just tested and confirmed that you can add reaction tags.  testing if multiple reaction tags can be added to one items now.  &lt;br /&gt;
&lt;br /&gt;
adding to flint&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:178]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEDIMENTARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[REACTION_CLASS:TEST]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:9999]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and adding a new reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_MAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make steel from test flag]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:TEST]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gives out 2 bars of steel bars  --[[User:Shadetree|Shadetree]] 23:29, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, but does it consume the flint? Have you checked the error log? If you create a reaction with an error in its [REAGENT]s, the offending reagents will be deleted, so you might end up with a &amp;quot;free steel bars&amp;quot; recipe. Given the presence of &amp;quot;FLUX&amp;quot; and &amp;quot;Flux Stone&amp;quot; in the [[string dump]] I'm skeptical, but that's sweet if it works :) [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Pets? ===&lt;br /&gt;
I notice one of the entries for item tokens is PET. Is it possible to smelt animals? Can I have a smelter pop out a swarm of giant eagles? [[User:Rkyeun|Rkyeun]] 22:26, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No. Well, technically you can, but it'll pop out as a swarm of tiny vermin instead of a flock of killer birds. --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Specifically, [PRODUCT:100:1:PET:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a weird little tame-vermin version of a dragon, and [PRODUCT:100:1:VERMIN:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a similar wild-vermin dragon. If you make vermin versions of [TRAINABLE] creatures, you might be able to train them as war vermin... [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
In the August 12th dev log (which eventually became part of 40a), Toady mentioned that reactions for several items, notably &amp;quot;plants to bones to extracts etc.&amp;quot; are fully supported now (as opposed to making the material number the same as the number of the plant). Can someone find the correct syntax for such reactions? --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
:I've added the syntax for plants and seeds to the [[Material tokens]] page, since that's where it gets a bit weird. --[[User:Zaranthan|Zaranthan]] 18:24, 17 February 2009 (EST)&lt;br /&gt;
== Update  ==&lt;br /&gt;
&lt;br /&gt;
Version 0.28.181.40a added embark profiles and generalized the item definitions. This means that reactions will work better with things other than stone and metal. How much better remains to be seen. We need to document it. --[[User:Ikkonoishi|Ikkonoishi]] 17:52, 3 September 2008 (EDT)&lt;br /&gt;
:I've updated the information some. Still needs some cleaning and more work, but I'm tired of it for now. --[[User:Ikkonoishi|Ikkonoishi]] 19:19, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Containers ==&lt;br /&gt;
&lt;br /&gt;
Given that smelters look in bar/block bins as a matter of course, the line &amp;quot;The smelter cannot look inside containers for reagents...&amp;quot; seems overgeneralized or false. Any data to back it up? [[User:Darekun|Darekun]] 13:20, 1 April 2009 (UTC)&lt;br /&gt;
:I think that this is false, and am going to run a test, using an added reaction of my own, to see if the smelter will look into my barrels for those plump helmets that it's going to be making into adamantine... ;) (But don't expect me to have this test done for at least a few more days)--[[User:Drake1500|Drake1500]] 05:20, 4 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18267</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18267"/>
		<updated>2009-04-26T01:21:32Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and usually cost). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce only one in their lives (or die trying). [[Dwarves]] that create an artifact are always granted the status of [[legendary]] unless they were [[Strange_mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] or in an appropriate [[stockpile]] as soon as they are made. They can then be used just like other items. However, be warned that when a dwarf equips an artifact item (as a weapon or armour) he will never drop it, and may even carry around several artifact weapons in each hand{{version|0.27.176.38c}}. Of course, you might not see a champion [[swordsdwarf]] wielding eight artifact [[adamantine]] scimitars at once as a bad thing.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed unless lost in a [[chasm]] or dropped to the [[magma]]. They ''can'' be stolen by marauding parties; an artifact lost to you will have a note to that effect in the Artifacts screen(press {{k|l}}).&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Dwarves will use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details). Once the dwarf has started to construct the artifact, you can also use {{k|t}} to see exactly what materials they have claimed.&lt;br /&gt;
&lt;br /&gt;
Workshops which normally require fuel ([[Forge]], [[Glass furnace]]) do not require and will not use fuel to make an artifact at that shop.  Magma versions which lose power, however, will immediately cause the moody dwarves mood to end (with disastrous consequences).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Currently, some artifacts can be used just like all other items, except that it cannot be traded to [[caravan]]s.  Artifacts of types which can be built ([[furniture]], [[animal trap]]s, [[chain]]s, etc...) can be built as normal.  Often artifacts of this nature are used to meet noble room requirements or establish high-quality dinning halls as a single artifact is typically capable of bumping a room up to royal quality on its own, however a particularly poor artifact may turn it to at least grand.  Object types which are used for storage in stockpiles ([[bin]]s, [[barrel]]s) will be used by your dwarves without regard to their status.  &lt;br /&gt;
&lt;br /&gt;
Object types which require a dwarf to wear or use the item will generally not be used by your dwarves, with the exception of artifact weapons and armor.  Artifact weapons and armor can be used by elite and [[champion]] warriors, although these warriors will refuse to relinquish ownership of the item even if you instruct them to wield different weapons or wear different armor - only their death will free up the artifact for reassignment.  This means that an artifact axe can be wielded by your elite or better axedwarf, but could not be used for woodcutting. Similarly, an artifact pick will never be used by your miners.  &lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
Artifact items have a [[quality|quality modifier]] of 120&amp;amp;times;. This is applied on top of the item's [[item value#Base values of items|base value]], its [[decoration]]s and the value of all [[item value#Material multipliers|material]]s used in its construction.&lt;br /&gt;
&lt;br /&gt;
Artifacts will automatically have one &amp;quot;free&amp;quot; decoration of the same type as its base material. For instance, a &amp;quot;Perfect Ruby&amp;quot; might have &amp;quot;Images of mangrove trees in Ruby&amp;quot;. This decoration doesn't consume additional materials: in the above example, only one ruby was used.  &lt;br /&gt;
&lt;br /&gt;
Item types which normally require multiple objects to create (such as Platemail) will cause the moody dwarf to acquire that number of objects, but each such object will also contribute a decoration - basically, the item receives multiple free decorations.  For example, artifact gold platemail will use a minimum of 3 objects (3 bars of gold), and have 3 gold decorations.  &lt;br /&gt;
&lt;br /&gt;
Artifacts can range in value from 2,400☼ (all-stone furniture or finished good) to 7,200,000☼ (full-decorated adamantine Platemail). Since [[immigration]] totals are - among other factors - based on your fortress's &amp;quot;Created Wealth&amp;quot; (and held/worn items count double in the total), expensive artifacts are often the driving factor behind how many immigrants show up in the first years.&lt;br /&gt;
&lt;br /&gt;
Artifact [[armour]] and [[weapons]] have a high damage/protection modifier, at least greater than a similar [[iron]] item of basic quality. Though even [[steel]] artifacts will not surpass basic quality adamantine items. Note that the material of a [[crossbow]], artifact or not, does not change its shooting abilities, only its viability in melee.  However, higher quality crossbows shoot better.  For example, a masterpiece crossbow will shoot better than a finely crafted one.{{verify}}  Only dwarves with hero status{{verify}} will use artifact weapons or armor.&lt;br /&gt;
&lt;br /&gt;
It is possible artifact makers may occasionally glitch in the number of goods needed, with a corresponding increase in value (eg, [http://www.bay12games.com/forum/index.php?topic=28232.0 this monstrosity]).&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4010</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4010"/>
		<updated>2009-04-25T02:49:14Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Greenhouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
&lt;br /&gt;
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Farming aboveground issue ==&lt;br /&gt;
&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
&lt;br /&gt;
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mixed Plots ==&lt;br /&gt;
&lt;br /&gt;
The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Food Hauling caveat ==&lt;br /&gt;
&lt;br /&gt;
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
: I don't think dwarfs will recognize food that hasn't been hauled from the field when they search for something to eat, that is, food doesn't normally go directly to the plate.  There's also the part where foodstuff can wither in the fields if no one picks it up and moves it to a stockpile in time. --[[User:FJH|FJH]] 20:50, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&lt;br /&gt;
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. &lt;br /&gt;
&lt;br /&gt;
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. &lt;br /&gt;
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships &amp;amp; alternatives, like &amp;quot;What are all the crops that I can use to make fabric?&amp;quot;. [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Re-Irrigation ==&lt;br /&gt;
&lt;br /&gt;
I noticed that my unused farms, after a time, will show &amp;quot;No seeds available for this location&amp;quot;. There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ooh, that happens? That's really important. Off the top of my head, I can think of at least two important things that need revision.&lt;br /&gt;
:However, I use soil for farming (so far), so I shouldn't be the one to fix them. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red crops ==&lt;br /&gt;
&lt;br /&gt;
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
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:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it. Sounds implausible, but I wouldn't put it past Toady to implement it that way. Had your farmers ever planted quarry bushes &amp;quot;too late&amp;quot; before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)&lt;br /&gt;
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:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)&lt;br /&gt;
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::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)&lt;br /&gt;
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::This is strange. It reddened out after I selected it and let it run for a game day (there were 39 days left in the season). Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)&lt;br /&gt;
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:::Plants will red out if there is not enough time for them to grow in this season ''and'' they can't be grown in the next season (Otherwise they are just transferred to the next season). ''Dark'' red means there are still seeds on the plot of that plant. --[[User:Koltom|Koltom]] 22:38, 4 March 2008 (EST)&lt;br /&gt;
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::::I've experienced something completely wierd. My pump helmets have red out. I am in a Scorching environment and the field had just been made. It always happens towards the end of Winter as well. Currently in-game it's the 17th obsidian. It turned back to normal the first day of spring.[[User:Mission0|Mission0]] 03:29, 4 August 2008 (EDT)&lt;br /&gt;
:::::My environment isn't scorching, but I also have red plump helmets; it's the 15th obsidian, so perhaps it's a calender bug (no wrap-around check)? [[User:Chess123mate|Chess123mate]] 17:09, 13 February 2009 (EST)&lt;br /&gt;
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I've a farm plot where Plump Helmets are red - and you can grow them all year round! --[[User:Theory|Theory]] 13:50, 13 August 2008 (EDT)&lt;br /&gt;
:Was this during the winter? The last time I looked into this (though I think it's fixed), crops don't wrap around from year to year- so they don't check to see if you still want this growing in Spring during Winter like they check Winter during Autumn. [[User:Vaniver|Vaniver]] 22:47, 24 March 2009 (UTC)&lt;br /&gt;
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== Fertilization ==&lt;br /&gt;
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So you can choose to fertilise your plots with potash. How long does this last? How much more crop does a fertilised plot produce and if I fertilise more than once in short succesion, does it produce even more? [[User:Robje|Robje]] 17:33, 21 January 2008 (EST)&lt;br /&gt;
And what does ''seas fert'' option mean?--[[User:Dorten|Dorten]] 07:48, 7 February 2008 (EST)&lt;br /&gt;
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:seas fert - seasonal fertilization? - auto fertilize every season?&lt;br /&gt;
:: It seems so. The first time I saw it, I thought it meant fertilize with seaweeds (LOL).--[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
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I cant fertilize my indoor clay loam plot (probably not needed) - will now check silt. Muddy rock seems to work? --[[User:Koltom|Koltom]] 23:03, 20 February 2008 (EST)&lt;br /&gt;
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:IIRC, adds +3 to crop yield. I may be wrong. [[User:VengefulDonut|VengefulDonut]] 00:06, 21 February 2008 (EST)&lt;br /&gt;
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Ow. The Ghost of the English Language has been offended once more. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
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=== Double-check ===&lt;br /&gt;
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I've made 20 units of potash since starting my fortress (two 10-unit orders from the job manager) and have bought at least one unit from a dwarf caravan. Each indoor plot says Ft: 0/1, and the outdoor plots say Ft: 0/8. I have double-checked that all my plots say &amp;quot;Seas Fert (Y).&amp;quot; So why is it that I still have 21 units of potash on my inventory screen? Have they not been fertilizing? Why not? --[[User:RomeoFalling|RomeoFalling]] 09:11, 5 November 2008 (EST)&lt;br /&gt;
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:Fertilization is indoors-only on muddy plots, afaik. --[[User:GreyMario|GreyMaria]] 16:22, 5 November 2008 (EST)&lt;br /&gt;
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:: So you can't fertilize indoor soil plots? All my farms are on Silty Clay Loam. *boogle* Now I'll have to figure out how to set up an irrigation system. Or, I suppose, just convert the potash to pearlash....--[[User:RomeoFalling|RomeoFalling]] 19:07, 5 November 2008 (EST)&lt;br /&gt;
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:: Okay, now I'm even more confused. Today I loaded up the game, and within an hour, they fertilized my outdoor farms. The only difference is that I started filling the moat, which borders the outdoor farms on two sides each (one tile barrier). One of my indoor farms borders the moat on one side, but that wasn't fertilized. o.O --[[User:RomeoFalling|RomeoFalling]] 23:26, 5 November 2008 (EST)&lt;br /&gt;
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== Greenhouse ==&lt;br /&gt;
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To my experience, the ceiling on a &amp;quot;greenhouse&amp;quot; can be made out of anything, my rock salt greenhouses work just fine. [[User:Eurytus|Eurytus]] 20:03, 21 April 2008 (EDT)&lt;br /&gt;
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:This is accurate. Floors of any variety let in light, even though dozens of levels of flooring. You can have an 'above ground' farm hundreds of feet underground.--[[User:Dadamh|Dadamh]] 13:36, 29 May 2008 (EDT)&lt;br /&gt;
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::IIRC, most (all?) floors do not let in light, but they do let in abovegroundness. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
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:::Cancel that. It's ''outsideness'' that they don't let it.&lt;br /&gt;
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The paragraph on chanelling+roof to build a greenhouse seems off base. If you're going to build a roof, you may as well build walls around your field on high ground. --[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
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:Not really, no.  Using floors is just as good for farming as being aboveground, and just as secure as staying underground.  Plus, just walling in an area has problems on top of that, such as triggering cave adaptation. [[User:LegacyCWAL|LegacyCWAL]] 16:29, 20 January 2009 (EST)&lt;br /&gt;
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::Umm... pardon me, but walling an area in does NOT trigger cave adaptation, but building floors does. Walling the area in will cause them to vomit if they are cave-adapted, if that's maybe what you meant...? --[[User:Drake1500|Drake1500]] 02:48, 25 April 2009 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
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Personally, I dislike the section Greenhouse, since it boils down to &amp;quot;constructions don't block light, so you can build an aboveground farm plot deep in the earth,&amp;quot; which is one of those telling-people-how-to-play-the-game-not-just-how-the-game-works things that I find detract. Opinions? --[[User:Savok|Savok]] 11:28, 13 February 2009 (EST)&lt;br /&gt;
: Rip out that guide and give it to 'em bluntly, like you say. But do note it's an exploit, we just consider it less of an exploit to use glass or grates. Isn't it really a &amp;quot;once lit by the sun, always lit by the sun&amp;quot; bug? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:46, 13 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4009</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4009"/>
		<updated>2009-04-25T02:48:53Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Greenhouse */&lt;/p&gt;
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&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
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It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
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:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
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::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
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:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
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== Farming aboveground issue ==&lt;br /&gt;
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You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
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:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
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::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
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::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
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== Mixed Plots ==&lt;br /&gt;
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The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
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:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
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::What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
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== Food Hauling caveat ==&lt;br /&gt;
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It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
: I don't think dwarfs will recognize food that hasn't been hauled from the field when they search for something to eat, that is, food doesn't normally go directly to the plate.  There's also the part where foodstuff can wither in the fields if no one picks it up and moves it to a stockpile in time. --[[User:FJH|FJH]] 20:50, 7 March 2009 (EST)&lt;br /&gt;
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== Flowchart ==&lt;br /&gt;
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That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;br /&gt;
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:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. &lt;br /&gt;
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:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. &lt;br /&gt;
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)&lt;br /&gt;
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:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)&lt;br /&gt;
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::I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships &amp;amp; alternatives, like &amp;quot;What are all the crops that I can use to make fabric?&amp;quot;. [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)&lt;br /&gt;
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::Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)&lt;br /&gt;
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== Re-Irrigation ==&lt;br /&gt;
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I noticed that my unused farms, after a time, will show &amp;quot;No seeds available for this location&amp;quot;. There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)&lt;br /&gt;
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:Ooh, that happens? That's really important. Off the top of my head, I can think of at least two important things that need revision.&lt;br /&gt;
:However, I use soil for farming (so far), so I shouldn't be the one to fix them. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
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== Red crops ==&lt;br /&gt;
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We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
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:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it. Sounds implausible, but I wouldn't put it past Toady to implement it that way. Had your farmers ever planted quarry bushes &amp;quot;too late&amp;quot; before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)&lt;br /&gt;
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:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)&lt;br /&gt;
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::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)&lt;br /&gt;
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::This is strange. It reddened out after I selected it and let it run for a game day (there were 39 days left in the season). Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)&lt;br /&gt;
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:::Plants will red out if there is not enough time for them to grow in this season ''and'' they can't be grown in the next season (Otherwise they are just transferred to the next season). ''Dark'' red means there are still seeds on the plot of that plant. --[[User:Koltom|Koltom]] 22:38, 4 March 2008 (EST)&lt;br /&gt;
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::::I've experienced something completely wierd. My pump helmets have red out. I am in a Scorching environment and the field had just been made. It always happens towards the end of Winter as well. Currently in-game it's the 17th obsidian. It turned back to normal the first day of spring.[[User:Mission0|Mission0]] 03:29, 4 August 2008 (EDT)&lt;br /&gt;
:::::My environment isn't scorching, but I also have red plump helmets; it's the 15th obsidian, so perhaps it's a calender bug (no wrap-around check)? [[User:Chess123mate|Chess123mate]] 17:09, 13 February 2009 (EST)&lt;br /&gt;
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I've a farm plot where Plump Helmets are red - and you can grow them all year round! --[[User:Theory|Theory]] 13:50, 13 August 2008 (EDT)&lt;br /&gt;
:Was this during the winter? The last time I looked into this (though I think it's fixed), crops don't wrap around from year to year- so they don't check to see if you still want this growing in Spring during Winter like they check Winter during Autumn. [[User:Vaniver|Vaniver]] 22:47, 24 March 2009 (UTC)&lt;br /&gt;
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== Fertilization ==&lt;br /&gt;
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So you can choose to fertilise your plots with potash. How long does this last? How much more crop does a fertilised plot produce and if I fertilise more than once in short succesion, does it produce even more? [[User:Robje|Robje]] 17:33, 21 January 2008 (EST)&lt;br /&gt;
And what does ''seas fert'' option mean?--[[User:Dorten|Dorten]] 07:48, 7 February 2008 (EST)&lt;br /&gt;
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:seas fert - seasonal fertilization? - auto fertilize every season?&lt;br /&gt;
:: It seems so. The first time I saw it, I thought it meant fertilize with seaweeds (LOL).--[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
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I cant fertilize my indoor clay loam plot (probably not needed) - will now check silt. Muddy rock seems to work? --[[User:Koltom|Koltom]] 23:03, 20 February 2008 (EST)&lt;br /&gt;
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:IIRC, adds +3 to crop yield. I may be wrong. [[User:VengefulDonut|VengefulDonut]] 00:06, 21 February 2008 (EST)&lt;br /&gt;
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Ow. The Ghost of the English Language has been offended once more. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
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=== Double-check ===&lt;br /&gt;
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I've made 20 units of potash since starting my fortress (two 10-unit orders from the job manager) and have bought at least one unit from a dwarf caravan. Each indoor plot says Ft: 0/1, and the outdoor plots say Ft: 0/8. I have double-checked that all my plots say &amp;quot;Seas Fert (Y).&amp;quot; So why is it that I still have 21 units of potash on my inventory screen? Have they not been fertilizing? Why not? --[[User:RomeoFalling|RomeoFalling]] 09:11, 5 November 2008 (EST)&lt;br /&gt;
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:Fertilization is indoors-only on muddy plots, afaik. --[[User:GreyMario|GreyMaria]] 16:22, 5 November 2008 (EST)&lt;br /&gt;
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:: So you can't fertilize indoor soil plots? All my farms are on Silty Clay Loam. *boogle* Now I'll have to figure out how to set up an irrigation system. Or, I suppose, just convert the potash to pearlash....--[[User:RomeoFalling|RomeoFalling]] 19:07, 5 November 2008 (EST)&lt;br /&gt;
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:: Okay, now I'm even more confused. Today I loaded up the game, and within an hour, they fertilized my outdoor farms. The only difference is that I started filling the moat, which borders the outdoor farms on two sides each (one tile barrier). One of my indoor farms borders the moat on one side, but that wasn't fertilized. o.O --[[User:RomeoFalling|RomeoFalling]] 23:26, 5 November 2008 (EST)&lt;br /&gt;
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== Greenhouse ==&lt;br /&gt;
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To my experience, the ceiling on a &amp;quot;greenhouse&amp;quot; can be made out of anything, my rock salt greenhouses work just fine. [[User:Eurytus|Eurytus]] 20:03, 21 April 2008 (EDT)&lt;br /&gt;
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:This is accurate. Floors of any variety let in light, even though dozens of levels of flooring. You can have an 'above ground' farm hundreds of feet underground.--[[User:Dadamh|Dadamh]] 13:36, 29 May 2008 (EDT)&lt;br /&gt;
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::IIRC, most (all?) floors do not let in light, but they do let in abovegroundness. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
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:::Cancel that. It's ''outsideness'' that they don't let it.&lt;br /&gt;
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The paragraph on chanelling+roof to build a greenhouse seems off base. If you're going to build a roof, you may as well build walls around your field on high ground. --[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
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:Not really, no.  Using floors is just as good for farming as being aboveground, and just as secure as staying underground.  Plus, just walling in an area has problems on top of that, such as triggering cave adaptation. [[User:LegacyCWAL|LegacyCWAL]] 16:29, 20 January 2009 (EST)&lt;br /&gt;
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::Umm... pardon me, but walling an area in does NOT trigger cave adaptation, but building walls does. Walling the area in will cause them to vomit if they are cave-adapted, if that's maybe what you meant...? --[[User:Drake1500|Drake1500]] 02:48, 25 April 2009 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Personally, I dislike the section Greenhouse, since it boils down to &amp;quot;constructions don't block light, so you can build an aboveground farm plot deep in the earth,&amp;quot; which is one of those telling-people-how-to-play-the-game-not-just-how-the-game-works things that I find detract. Opinions? --[[User:Savok|Savok]] 11:28, 13 February 2009 (EST)&lt;br /&gt;
: Rip out that guide and give it to 'em bluntly, like you say. But do note it's an exploit, we just consider it less of an exploit to use glass or grates. Isn't it really a &amp;quot;once lit by the sun, always lit by the sun&amp;quot; bug? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:46, 13 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10706</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10706"/>
		<updated>2009-04-25T02:22:40Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Meeting Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]], [[river]], or [[channel]] full of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
&lt;br /&gt;
:''See [[Pit]] for other uses.''&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. A big meeting hall filled with idle dwarves quickly increases the social skills of idlers which may give them attribute boosts. It makes idle dwarves a little less idle, and makes selecting a replacement [[broker]] (if the old one dies) easier.&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming friends. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10705</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10705"/>
		<updated>2009-04-25T02:19:16Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Meeting Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]], [[river]], or [[channel]] full of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
&lt;br /&gt;
:''See [[Pit]] for other uses.''&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. A big meeting hall filled with idle dwarves quickly increases the social skills of idlers which may give them attribute boosts. It makes idle dwarves a little less idle, and makes selecting a replacement [[broker]] (if old one dies) easier.&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming friends. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10704</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10704"/>
		<updated>2009-04-25T02:18:39Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Meeting Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]], [[river]], or [[channel]] full of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
&lt;br /&gt;
:''See [[Pit]] for other uses.''&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. A big meeting hall filled with idle dwarves quickly increases social skills of idlers which may give them attribute boosts. It makes idle dwarves a little less idle, and makes selecting a replacement [[broker]] (if old one dies) easier.&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming friends. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal&amp;diff=22096</id>
		<title>40d Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal&amp;diff=22096"/>
		<updated>2009-04-17T21:48:42Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Gold as Weapon/Armor? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what does brittle mean. (For the game, I know what it means). --[[User:Soyweiser|Soyweiser]] 13:20, 6 November 2007 (EST)&lt;br /&gt;
:Hey Soyweiser, if you look at the Raw file below there are tags for [BRITTLE] on some of the metals. I can only assume that this increases the chances of a weapon or other object breaking when in use; but that's just a guess. --[[User:Markavian|Markavian]]&lt;br /&gt;
:: Yeah, I saw that in the raw files indeed. Perhaps it makes the items degrade faster. But we have no proof of this yet? nobody tested it? --[[User:Soyweiser|Soyweiser]] 06:47, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that the brittle flag means that you cannot make craft goods and furniture from it.  Note that bismuth and pig iron cannot be made into any craft good or furniture item.&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
&lt;br /&gt;
Alright, someone merged [[Alloy]] into this page, but there's also alloy information at [[smelting]]. If not its own page, where are we gonna put that info? --[[User:Turgid Bolk|Turgid Bolk]] 01:18, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Counts ==&lt;br /&gt;
&lt;br /&gt;
Is the number of resulting bars always the same as the one of used bars/ore pieces? There used to be some bugs, resulting in getting more or less bars, than expected. Has anyone checked this in the last version? [[User:Dorten|Dorten]] 04:06, 10 January 2008 (EST)&lt;br /&gt;
:[[Galena]]. [[Tetrahedrite]]. [[User:VengefulDonut|VengefulDonut]] 10:27, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Graph ==&lt;br /&gt;
&lt;br /&gt;
Anyone want to make a graph like http://archive.dwarffortresswiki.net/images/9/9c/Metalchart.png ? If nobody says yes, I might give it a try. --[[User:Savok|Savok]] 15:58, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's pretty awesome... t'would be quite the undertaking to get it fully updated and still understandable though. The fuel flow is a tad bit confusing, but not very much so. --[[User:N9103|Edward]] 21:56, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Additionally, width would have to be less than about 781px, which was the width of the old image and nigh horizontal scrollbar width. --[[User:Savok|Savok]] 22:02, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pewter values ==&lt;br /&gt;
&lt;br /&gt;
Just making sure my math is right...&lt;br /&gt;
    Tin (2)     Trifle pewter (4)&lt;br /&gt;
    Tin (2) ==&amp;gt; Trifle pewter (4)&lt;br /&gt;
 Copper (2)     Trifle pewter (4)&lt;br /&gt;
&lt;br /&gt;
6 units of wealth have been converted into 12 units of wealth.  A 100% value increase.&lt;br /&gt;
&lt;br /&gt;
    Tin (2)     Fine pewter (5)&lt;br /&gt;
    Tin (2) ==&amp;gt; Fine pewter (5)&lt;br /&gt;
    Tin (2)     Fine pewter (5)&lt;br /&gt;
 Copper (2)     Fine pewter (5)&lt;br /&gt;
&lt;br /&gt;
8 units of wealth have been converted into 20 units of wealth.  A 150% value increase.&lt;br /&gt;
&lt;br /&gt;
    Tin (2)     Lay pewter (3)&lt;br /&gt;
    Tin (2) ==&amp;gt; Lay pewter (3)&lt;br /&gt;
   Lead (2)     Lay pewter (3)&lt;br /&gt;
 Copper (2)     Lay pewter (3)&lt;br /&gt;
&lt;br /&gt;
8 units of wealth have been converted into 12 units of wealth.  A 50% value increase.&lt;br /&gt;
&lt;br /&gt;
The reason to do lay pewter over fine pewter or trifle pewter would be&lt;br /&gt;
* More bars per smelting over trifle pewter.  Potentially important if no magma.&lt;br /&gt;
* Less tin consumption.  Tin can be used for bronze alloys which are weapon capable.&lt;br /&gt;
&lt;br /&gt;
Correct?&lt;br /&gt;
--[[User:Shagie|Shagie]] 14:35, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: 8 units of wealth into 20 units of wealth is 250%, not 150%. [[User:Emmanovi|Emmanovi]] 16:21, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: If you go from 100% to 250%, that's called an increase of 150%. Shagie's math and terminology are both correct. --[[User:Sowelu|Sowelu]] 19:49, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Ah, point taken. I guess I shouldn't skim-read in future, heh. [[User:Emmanovi|Emmanovi]] 18:01, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bar count? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page that lists how many bars are needed to forge different things? There's some info at [[armor]]. But there's no info at [[weapon]], crafts, or [[furniture]]. Should there be a unified list here?  --[[User:Strangething|Strangething]] 17:46, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;All metal furniture requires 3 bars to forge except for chains, animal traps, buckets and blocks.&amp;quot; (not my quote) --[[User:AlexFili|AlexFili]] 03:59, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Metalsmith's forge]]. [[User:VengefulDonut|VengefulDonut]] 09:58, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== alloys ==&lt;br /&gt;
&lt;br /&gt;
is something required to make the fancier alloys like nickel-silver or electrum? i melted down some cages at my smelter but i couldn't make nickle silver or bronze &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: [[Nickel silver]] requires 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]]. [[Electrum]] is 1 [[Gold]] and 1 [[Silver]]. For rough ideas in-game, go to the stones menu of the Stocks menu and click into stones to find what they can be used in. Or look up the reactions file in your data. -[[User:Fuzzy|Fuzzy]] 18:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Profits ==&lt;br /&gt;
&lt;br /&gt;
I added a 'Profit' column to the metal/reaction list.  This shows the value added by performing the reaction:  There's &amp;quot;profit per bar&amp;quot; if you want to make the most of limited bars, and &amp;quot;total profit&amp;quot; if you're worried about smelter time or limited fuel.  Should make it easier to see which reactions are better at a glance, of course it doesn't take a lot of things into account...like &amp;quot;bismuth is otherwise useless&amp;quot;.  Pig iron and steel are a little weird because they have other inputs too.  Hope you like it, revert if it sucks. --[[User:Sowelu|Sowelu]] 19:47, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Recent changes to the profit column have been for the worse. Generally, the metal bars are used to make something and are not kept in bar form, so the value of the actual bars is much less important than the material multiplier. The profit column should (and at some point did) reflect the change in material multiplier. This can easily be used to compute the value difference of nickel silver doors vs doors of the base materials or similar for any other metal item. [[User:VengefulDonut|VengefulDonut]] 10:18, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed, and reverted.  The pig iron entry looks funny to me, but the rest look right. --[[User:Squirrelloid|Squirrelloid]] 19:21, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==USE THE FRIGGIN CALCULATOR!!!==&lt;br /&gt;
Comparing values like that (i mean iron (10) + pig iron (14) + flux (2) + coal (2)) is absolutely inconvenient! Cause this way you get equal values for flux and coal for example, but in fact flux '''STONE''' worth 6 and coal '''BAR''' worth 10. This way you give absolutely wrong and irrelevant profits!--[[User:Dorten|Dorten]] 01:44, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dorten, stone and bar aren't products, they're just materials that need further processing. So the important thing is not how much a stone or bar is worth but it's material value(MV). Flux stone is flux MV (2)* stone modifier (3) = 6 and coal bar is 2*5=10 indeed, but when you decide to make, let's say, a statue from these, it's worth 60 for both coal and flux. The profit column contains the MV increase, not the bar/stone item's value increase. [[User:Norill|Norill]]&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;real value profit&amp;quot; you end up getting with things made of steel is going to vary non-linearly based on what you make out of the steel. Perhaps we should just drop off all flux and coal costs from the profit calc and add a note about what is not included. [[User:VengefulDonut|VengefulDonut]] 10:26, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't think we should drop that costs. When you do that, you recive a very simple equation which can be solved by anyone who dont care about coal's and flux's MV. Lets leave that ''harder'' math as is. [[User:Norill|Norill]]&lt;br /&gt;
&lt;br /&gt;
:::Why do you care about the MV of coal? [[User:VengefulDonut|VengefulDonut]] 17:12, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gold as Weapon/Armor? ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf forge a Golden Left Gauntlet. Is this something strange, or has anyone else seen it before?&lt;br /&gt;
(The page doesn't list Gold as usable for armor or weapons, so that's why I'm asking) -Drake1500, April 17/2009&lt;br /&gt;
: Check this page out: [[Moods#Artifacts_created|Moods:Artifacts created]].  I think this will answer your question. Basically with artifacts the first thing they grab becomes the primary substance.  When the message comes up that the dwarf has chosen a workshop, I forbid other metal bars until they have the first steel bar, then let them take whatever else they want! --[[User:Kwieland|Kwieland]] 20:28, 17 April 2009 (UTC)&lt;br /&gt;
:: What would you give as an approximate modifier for using a nonstandard substance like Gold for armor/weapons? 50%? Would you recommend I forbid this gauntlet because of what it's made out of? (And it's early in my fortress, I don't have any Steel/Iron yet as I haven't found any iron ore yet, so that point is moot) -Drake1500 15:49 17 April 2009 (Canada Mountain Time)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal&amp;diff=22094</id>
		<title>40d Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal&amp;diff=22094"/>
		<updated>2009-04-17T19:53:03Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Gold as Weapon/Armor? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what does brittle mean. (For the game, I know what it means). --[[User:Soyweiser|Soyweiser]] 13:20, 6 November 2007 (EST)&lt;br /&gt;
:Hey Soyweiser, if you look at the Raw file below there are tags for [BRITTLE] on some of the metals. I can only assume that this increases the chances of a weapon or other object breaking when in use; but that's just a guess. --[[User:Markavian|Markavian]]&lt;br /&gt;
:: Yeah, I saw that in the raw files indeed. Perhaps it makes the items degrade faster. But we have no proof of this yet? nobody tested it? --[[User:Soyweiser|Soyweiser]] 06:47, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that the brittle flag means that you cannot make craft goods and furniture from it.  Note that bismuth and pig iron cannot be made into any craft good or furniture item.&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
&lt;br /&gt;
Alright, someone merged [[Alloy]] into this page, but there's also alloy information at [[smelting]]. If not its own page, where are we gonna put that info? --[[User:Turgid Bolk|Turgid Bolk]] 01:18, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Counts ==&lt;br /&gt;
&lt;br /&gt;
Is the number of resulting bars always the same as the one of used bars/ore pieces? There used to be some bugs, resulting in getting more or less bars, than expected. Has anyone checked this in the last version? [[User:Dorten|Dorten]] 04:06, 10 January 2008 (EST)&lt;br /&gt;
:[[Galena]]. [[Tetrahedrite]]. [[User:VengefulDonut|VengefulDonut]] 10:27, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Graph ==&lt;br /&gt;
&lt;br /&gt;
Anyone want to make a graph like http://archive.dwarffortresswiki.net/images/9/9c/Metalchart.png ? If nobody says yes, I might give it a try. --[[User:Savok|Savok]] 15:58, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's pretty awesome... t'would be quite the undertaking to get it fully updated and still understandable though. The fuel flow is a tad bit confusing, but not very much so. --[[User:N9103|Edward]] 21:56, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Additionally, width would have to be less than about 781px, which was the width of the old image and nigh horizontal scrollbar width. --[[User:Savok|Savok]] 22:02, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pewter values ==&lt;br /&gt;
&lt;br /&gt;
Just making sure my math is right...&lt;br /&gt;
    Tin (2)     Trifle pewter (4)&lt;br /&gt;
    Tin (2) ==&amp;gt; Trifle pewter (4)&lt;br /&gt;
 Copper (2)     Trifle pewter (4)&lt;br /&gt;
&lt;br /&gt;
6 units of wealth have been converted into 12 units of wealth.  A 100% value increase.&lt;br /&gt;
&lt;br /&gt;
    Tin (2)     Fine pewter (5)&lt;br /&gt;
    Tin (2) ==&amp;gt; Fine pewter (5)&lt;br /&gt;
    Tin (2)     Fine pewter (5)&lt;br /&gt;
 Copper (2)     Fine pewter (5)&lt;br /&gt;
&lt;br /&gt;
8 units of wealth have been converted into 20 units of wealth.  A 150% value increase.&lt;br /&gt;
&lt;br /&gt;
    Tin (2)     Lay pewter (3)&lt;br /&gt;
    Tin (2) ==&amp;gt; Lay pewter (3)&lt;br /&gt;
   Lead (2)     Lay pewter (3)&lt;br /&gt;
 Copper (2)     Lay pewter (3)&lt;br /&gt;
&lt;br /&gt;
8 units of wealth have been converted into 12 units of wealth.  A 50% value increase.&lt;br /&gt;
&lt;br /&gt;
The reason to do lay pewter over fine pewter or trifle pewter would be&lt;br /&gt;
* More bars per smelting over trifle pewter.  Potentially important if no magma.&lt;br /&gt;
* Less tin consumption.  Tin can be used for bronze alloys which are weapon capable.&lt;br /&gt;
&lt;br /&gt;
Correct?&lt;br /&gt;
--[[User:Shagie|Shagie]] 14:35, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: 8 units of wealth into 20 units of wealth is 250%, not 150%. [[User:Emmanovi|Emmanovi]] 16:21, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: If you go from 100% to 250%, that's called an increase of 150%. Shagie's math and terminology are both correct. --[[User:Sowelu|Sowelu]] 19:49, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Ah, point taken. I guess I shouldn't skim-read in future, heh. [[User:Emmanovi|Emmanovi]] 18:01, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bar count? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page that lists how many bars are needed to forge different things? There's some info at [[armor]]. But there's no info at [[weapon]], crafts, or [[furniture]]. Should there be a unified list here?  --[[User:Strangething|Strangething]] 17:46, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;All metal furniture requires 3 bars to forge except for chains, animal traps, buckets and blocks.&amp;quot; (not my quote) --[[User:AlexFili|AlexFili]] 03:59, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Metalsmith's forge]]. [[User:VengefulDonut|VengefulDonut]] 09:58, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== alloys ==&lt;br /&gt;
&lt;br /&gt;
is something required to make the fancier alloys like nickel-silver or electrum? i melted down some cages at my smelter but i couldn't make nickle silver or bronze &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: [[Nickel silver]] requires 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]]. [[Electrum]] is 1 [[Gold]] and 1 [[Silver]]. For rough ideas in-game, go to the stones menu of the Stocks menu and click into stones to find what they can be used in. Or look up the reactions file in your data. -[[User:Fuzzy|Fuzzy]] 18:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Profits ==&lt;br /&gt;
&lt;br /&gt;
I added a 'Profit' column to the metal/reaction list.  This shows the value added by performing the reaction:  There's &amp;quot;profit per bar&amp;quot; if you want to make the most of limited bars, and &amp;quot;total profit&amp;quot; if you're worried about smelter time or limited fuel.  Should make it easier to see which reactions are better at a glance, of course it doesn't take a lot of things into account...like &amp;quot;bismuth is otherwise useless&amp;quot;.  Pig iron and steel are a little weird because they have other inputs too.  Hope you like it, revert if it sucks. --[[User:Sowelu|Sowelu]] 19:47, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Recent changes to the profit column have been for the worse. Generally, the metal bars are used to make something and are not kept in bar form, so the value of the actual bars is much less important than the material multiplier. The profit column should (and at some point did) reflect the change in material multiplier. This can easily be used to compute the value difference of nickel silver doors vs doors of the base materials or similar for any other metal item. [[User:VengefulDonut|VengefulDonut]] 10:18, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed, and reverted.  The pig iron entry looks funny to me, but the rest look right. --[[User:Squirrelloid|Squirrelloid]] 19:21, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==USE THE FRIGGIN CALCULATOR!!!==&lt;br /&gt;
Comparing values like that (i mean iron (10) + pig iron (14) + flux (2) + coal (2)) is absolutely inconvenient! Cause this way you get equal values for flux and coal for example, but in fact flux '''STONE''' worth 6 and coal '''BAR''' worth 10. This way you give absolutely wrong and irrelevant profits!--[[User:Dorten|Dorten]] 01:44, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dorten, stone and bar aren't products, they're just materials that need further processing. So the important thing is not how much a stone or bar is worth but it's material value(MV). Flux stone is flux MV (2)* stone modifier (3) = 6 and coal bar is 2*5=10 indeed, but when you decide to make, let's say, a statue from these, it's worth 60 for both coal and flux. The profit column contains the MV increase, not the bar/stone item's value increase. [[User:Norill|Norill]]&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;real value profit&amp;quot; you end up getting with things made of steel is going to vary non-linearly based on what you make out of the steel. Perhaps we should just drop off all flux and coal costs from the profit calc and add a note about what is not included. [[User:VengefulDonut|VengefulDonut]] 10:26, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't think we should drop that costs. When you do that, you recive a very simple equation which can be solved by anyone who dont care about coal's and flux's MV. Lets leave that ''harder'' math as is. [[User:Norill|Norill]]&lt;br /&gt;
&lt;br /&gt;
:::Why do you care about the MV of coal? [[User:VengefulDonut|VengefulDonut]] 17:12, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gold as Weapon/Armor? ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf forge a Golden Left Gauntlet. Is this something strange, or has anyone else seen it before?&lt;br /&gt;
(The page doesn't list Gold as usable for armor or weapons, so that's why I'm asking) -Drake1500, April 17/2009&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal&amp;diff=22093</id>
		<title>40d Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal&amp;diff=22093"/>
		<updated>2009-04-17T19:51:58Z</updated>

		<summary type="html">&lt;p&gt;Drake1500: /* Gold as Weapon/Armor? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what does brittle mean. (For the game, I know what it means). --[[User:Soyweiser|Soyweiser]] 13:20, 6 November 2007 (EST)&lt;br /&gt;
:Hey Soyweiser, if you look at the Raw file below there are tags for [BRITTLE] on some of the metals. I can only assume that this increases the chances of a weapon or other object breaking when in use; but that's just a guess. --[[User:Markavian|Markavian]]&lt;br /&gt;
:: Yeah, I saw that in the raw files indeed. Perhaps it makes the items degrade faster. But we have no proof of this yet? nobody tested it? --[[User:Soyweiser|Soyweiser]] 06:47, 7 November 2007 (EST)&lt;br /&gt;
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I'm pretty sure that the brittle flag means that you cannot make craft goods and furniture from it.  Note that bismuth and pig iron cannot be made into any craft good or furniture item.&lt;br /&gt;
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== Alloys ==&lt;br /&gt;
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Alright, someone merged [[Alloy]] into this page, but there's also alloy information at [[smelting]]. If not its own page, where are we gonna put that info? --[[User:Turgid Bolk|Turgid Bolk]] 01:18, 7 November 2007 (EST)&lt;br /&gt;
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== Counts ==&lt;br /&gt;
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Is the number of resulting bars always the same as the one of used bars/ore pieces? There used to be some bugs, resulting in getting more or less bars, than expected. Has anyone checked this in the last version? [[User:Dorten|Dorten]] 04:06, 10 January 2008 (EST)&lt;br /&gt;
:[[Galena]]. [[Tetrahedrite]]. [[User:VengefulDonut|VengefulDonut]] 10:27, 10 January 2008 (EST)&lt;br /&gt;
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== Graph ==&lt;br /&gt;
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Anyone want to make a graph like http://archive.dwarffortresswiki.net/images/9/9c/Metalchart.png ? If nobody says yes, I might give it a try. --[[User:Savok|Savok]] 15:58, 2 February 2008 (EST)&lt;br /&gt;
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:That's pretty awesome... t'would be quite the undertaking to get it fully updated and still understandable though. The fuel flow is a tad bit confusing, but not very much so. --[[User:N9103|Edward]] 21:56, 2 February 2008 (EST)&lt;br /&gt;
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::Additionally, width would have to be less than about 781px, which was the width of the old image and nigh horizontal scrollbar width. --[[User:Savok|Savok]] 22:02, 2 February 2008 (EST)&lt;br /&gt;
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== Pewter values ==&lt;br /&gt;
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Just making sure my math is right...&lt;br /&gt;
    Tin (2)     Trifle pewter (4)&lt;br /&gt;
    Tin (2) ==&amp;gt; Trifle pewter (4)&lt;br /&gt;
 Copper (2)     Trifle pewter (4)&lt;br /&gt;
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6 units of wealth have been converted into 12 units of wealth.  A 100% value increase.&lt;br /&gt;
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    Tin (2)     Fine pewter (5)&lt;br /&gt;
    Tin (2) ==&amp;gt; Fine pewter (5)&lt;br /&gt;
    Tin (2)     Fine pewter (5)&lt;br /&gt;
 Copper (2)     Fine pewter (5)&lt;br /&gt;
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8 units of wealth have been converted into 20 units of wealth.  A 150% value increase.&lt;br /&gt;
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    Tin (2)     Lay pewter (3)&lt;br /&gt;
    Tin (2) ==&amp;gt; Lay pewter (3)&lt;br /&gt;
   Lead (2)     Lay pewter (3)&lt;br /&gt;
 Copper (2)     Lay pewter (3)&lt;br /&gt;
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8 units of wealth have been converted into 12 units of wealth.  A 50% value increase.&lt;br /&gt;
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The reason to do lay pewter over fine pewter or trifle pewter would be&lt;br /&gt;
* More bars per smelting over trifle pewter.  Potentially important if no magma.&lt;br /&gt;
* Less tin consumption.  Tin can be used for bronze alloys which are weapon capable.&lt;br /&gt;
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Correct?&lt;br /&gt;
--[[User:Shagie|Shagie]] 14:35, 7 March 2008 (EST)&lt;br /&gt;
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: 8 units of wealth into 20 units of wealth is 250%, not 150%. [[User:Emmanovi|Emmanovi]] 16:21, 22 November 2008 (EST)&lt;br /&gt;
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:: If you go from 100% to 250%, that's called an increase of 150%. Shagie's math and terminology are both correct. --[[User:Sowelu|Sowelu]] 19:49, 26 November 2008 (EST)&lt;br /&gt;
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::: Ah, point taken. I guess I shouldn't skim-read in future, heh. [[User:Emmanovi|Emmanovi]] 18:01, 28 November 2008 (EST)&lt;br /&gt;
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== Bar count? ==&lt;br /&gt;
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Is there a page that lists how many bars are needed to forge different things? There's some info at [[armor]]. But there's no info at [[weapon]], crafts, or [[furniture]]. Should there be a unified list here?  --[[User:Strangething|Strangething]] 17:46, 16 July 2008 (EDT)&lt;br /&gt;
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:&amp;quot;All metal furniture requires 3 bars to forge except for chains, animal traps, buckets and blocks.&amp;quot; (not my quote) --[[User:AlexFili|AlexFili]] 03:59, 17 July 2008 (EDT)&lt;br /&gt;
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:[[Metalsmith's forge]]. [[User:VengefulDonut|VengefulDonut]] 09:58, 18 July 2008 (EDT)&lt;br /&gt;
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== alloys ==&lt;br /&gt;
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is something required to make the fancier alloys like nickel-silver or electrum? i melted down some cages at my smelter but i couldn't make nickle silver or bronze &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: [[Nickel silver]] requires 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]]. [[Electrum]] is 1 [[Gold]] and 1 [[Silver]]. For rough ideas in-game, go to the stones menu of the Stocks menu and click into stones to find what they can be used in. Or look up the reactions file in your data. -[[User:Fuzzy|Fuzzy]] 18:27, 22 November 2008 (EST)&lt;br /&gt;
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== Profits ==&lt;br /&gt;
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I added a 'Profit' column to the metal/reaction list.  This shows the value added by performing the reaction:  There's &amp;quot;profit per bar&amp;quot; if you want to make the most of limited bars, and &amp;quot;total profit&amp;quot; if you're worried about smelter time or limited fuel.  Should make it easier to see which reactions are better at a glance, of course it doesn't take a lot of things into account...like &amp;quot;bismuth is otherwise useless&amp;quot;.  Pig iron and steel are a little weird because they have other inputs too.  Hope you like it, revert if it sucks. --[[User:Sowelu|Sowelu]] 19:47, 26 November 2008 (EST)&lt;br /&gt;
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:Recent changes to the profit column have been for the worse. Generally, the metal bars are used to make something and are not kept in bar form, so the value of the actual bars is much less important than the material multiplier. The profit column should (and at some point did) reflect the change in material multiplier. This can easily be used to compute the value difference of nickel silver doors vs doors of the base materials or similar for any other metal item. [[User:VengefulDonut|VengefulDonut]] 10:18, 23 January 2009 (EST)&lt;br /&gt;
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::Agreed, and reverted.  The pig iron entry looks funny to me, but the rest look right. --[[User:Squirrelloid|Squirrelloid]] 19:21, 23 January 2009 (EST)&lt;br /&gt;
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==USE THE FRIGGIN CALCULATOR!!!==&lt;br /&gt;
Comparing values like that (i mean iron (10) + pig iron (14) + flux (2) + coal (2)) is absolutely inconvenient! Cause this way you get equal values for flux and coal for example, but in fact flux '''STONE''' worth 6 and coal '''BAR''' worth 10. This way you give absolutely wrong and irrelevant profits!--[[User:Dorten|Dorten]] 01:44, 6 February 2009 (EST)&lt;br /&gt;
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:Dorten, stone and bar aren't products, they're just materials that need further processing. So the important thing is not how much a stone or bar is worth but it's material value(MV). Flux stone is flux MV (2)* stone modifier (3) = 6 and coal bar is 2*5=10 indeed, but when you decide to make, let's say, a statue from these, it's worth 60 for both coal and flux. The profit column contains the MV increase, not the bar/stone item's value increase. [[User:Norill|Norill]]&lt;br /&gt;
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:The &amp;quot;real value profit&amp;quot; you end up getting with things made of steel is going to vary non-linearly based on what you make out of the steel. Perhaps we should just drop off all flux and coal costs from the profit calc and add a note about what is not included. [[User:VengefulDonut|VengefulDonut]] 10:26, 6 February 2009 (EST)&lt;br /&gt;
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::I don't think we should drop that costs. When you do that, you recive a very simple equation which can be solved by anyone who dont care about coal's and flux's MV. Lets leave that ''harder'' math as is. [[User:Norill|Norill]]&lt;br /&gt;
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:::Why do you care about the MV of coal? [[User:VengefulDonut|VengefulDonut]] 17:12, 6 February 2009 (EST)&lt;br /&gt;
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== Gold as Weapon/Armor? ==&lt;br /&gt;
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I just had a moody dwarf forge a Golden Left Gauntlet. Is this something strange, or has anyone else seen it before?&lt;br /&gt;
(The page doesn't list Gold as usable for armor or weapons, so that's why I'm asking)&lt;/div&gt;</summary>
		<author><name>Drake1500</name></author>
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