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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jimi12</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-06T23:29:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Strange_mood&amp;diff=169956</id>
		<title>v0.34 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Strange_mood&amp;diff=169956"/>
		<updated>2012-04-16T20:32:26Z</updated>

		<summary type="html">&lt;p&gt;Jimi12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if the murder during a fell mood will now be reportet as crime and taken legal actions against it? --[[User:Kami|Kami]] 09:45, 2 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Produced Items==&lt;br /&gt;
Through a bit of disassembly diving, I've determined exactly what moody dwarves are capable of producing. All items have a weight of '100' except when indicated otherwise, and entries with &amp;quot;each&amp;quot; occur as individual items with their own weight, while &amp;quot;any&amp;quot; are a single entry with a collective weight:&lt;br /&gt;
;Weaponsmith&lt;br /&gt;
:Any weapon, any trap component (weight 10, so 1/11 chance)&lt;br /&gt;
;Armorsmith&lt;br /&gt;
:Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield&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 (weight 10, so 1/201 chance), splint, crutch&lt;br /&gt;
;Metal crafter&lt;br /&gt;
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
;Jeweler or Glassmaker&lt;br /&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;
;Mason or Miner&lt;br /&gt;
:Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
;Stone crafter, Wood crafter, or Engraver&lt;br /&gt;
:Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
;Mechanic&lt;br /&gt;
:Mechanism&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;
;Bowyer&lt;br /&gt;
:Each ranged weapon&lt;br /&gt;
;Leatherworker or Fell Mood&lt;br /&gt;
:Each leather-allowed body armor, each leather-allowed pants, each leather-allowed gloves, each leather-allowed shoes, each leather-allowed helm, any shield, bag, backpack, quiver, instrument&lt;br /&gt;
;Bone carver&lt;br /&gt;
:Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed 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 (weight 10, so REALLY low chances)&lt;br /&gt;
;Macabre mood claiming vermin remains as primary item&lt;br /&gt;
:Amulet, bracelet, earring&lt;br /&gt;
;Clothier&lt;br /&gt;
:Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, bag, rope&lt;br /&gt;
--[[User:Quietust|Quietust]] 16:23, 14 March 2012 (UTC)&lt;br /&gt;
:Are you certain that weaponsmith moods can lead to exotic weapons?  I've seen bowyers make exotic weapons, but I've never seen, not even in somebody's screenshot, an exotic melee weapon. -- [[User:Vasiln|Vasiln]] 00:38, 24 March 2012 (UTC)&lt;br /&gt;
::According to the code, it simply adds WEAPON:NONE as a possibility for weaponsmith moods - my guess is that it then goes through the same logic as with normal item creation to select a random subtype within the constraints of the current civilization. Moody bowyers explicitly permit each ranged weapon type, which is why 2/3 of all boywer moods give either a bow or a blowgun (unless, presumably, the dwarf had a preference for a particular type). --[[User:Quietust|Quietust]] 21:53, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fell Moods==&lt;br /&gt;
Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --[[User:Jimi12|Jimi12]]&lt;/div&gt;</summary>
		<author><name>Jimi12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giraffe&amp;diff=136936</id>
		<title>v0.31:Giraffe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giraffe&amp;diff=136936"/>
		<updated>2011-02-24T22:52:13Z</updated>

		<summary type="html">&lt;p&gt;Jimi12: &lt;/p&gt;
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&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giraffe&lt;br /&gt;
|symbol=G|color=6:0:0&lt;br /&gt;
||biome= * [[DF2010:Savanna|Tropical Savanana]]&lt;br /&gt;
* [[DF2010:Shrubland|Tropical Shrubland]]&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
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{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Jimi12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goose&amp;diff=136934</id>
		<title>v0.31:Goose</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goose&amp;diff=136934"/>
		<updated>2011-02-24T22:47:13Z</updated>

		<summary type="html">&lt;p&gt;Jimi12: &lt;/p&gt;
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&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Goose&lt;br /&gt;
|symbol=g|color=7:0:1&lt;br /&gt;
||biome= * [[DF2010:Domestic animal|Domestic]]&lt;br /&gt;
* [[Lake|Temperate Lake]]&lt;br /&gt;
* [[Marsh|Temperate Marsh]]&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Jimi12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reindeer&amp;diff=136933</id>
		<title>v0.31:Reindeer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reindeer&amp;diff=136933"/>
		<updated>2011-02-24T22:44:47Z</updated>

		<summary type="html">&lt;p&gt;Jimi12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Reindeer&lt;br /&gt;
|symbol=R|color=6:0:0&lt;br /&gt;
||biome= * [[DF2010:Domestic animal|Domestic]]&lt;br /&gt;
* [[Taiga]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Jimi12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reindeer&amp;diff=136931</id>
		<title>v0.31:Reindeer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reindeer&amp;diff=136931"/>
		<updated>2011-02-24T22:42:57Z</updated>

		<summary type="html">&lt;p&gt;Jimi12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Reindeer&lt;br /&gt;
|symbol=R|color=6:0:0&lt;br /&gt;
||biome= * Domestic&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Jimi12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goose&amp;diff=136930</id>
		<title>v0.31:Goose</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goose&amp;diff=136930"/>
		<updated>2011-02-24T22:42:09Z</updated>

		<summary type="html">&lt;p&gt;Jimi12: Added infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Goose&lt;br /&gt;
|symbol=g|color=7:0:1&lt;br /&gt;
||biome= * Domestic&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Jimi12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goat&amp;diff=136929</id>
		<title>v0.31:Goat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goat&amp;diff=136929"/>
		<updated>2011-02-24T22:40:53Z</updated>

		<summary type="html">&lt;p&gt;Jimi12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Goat&lt;br /&gt;
|symbol=g|color=6:0:0&lt;br /&gt;
||biome= * Domestic&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Jimi12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=121430</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=121430"/>
		<updated>2010-07-13T23:42:51Z</updated>

		<summary type="html">&lt;p&gt;Jimi12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old critera), the liason asked me to nomimate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I dont see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Well, visible or not, as soon as I built a road, I got a baron. Thanks for the tip! --[[User:Zombiejustice|Zombiejustice]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Did the road have to be connected to the edge of the map? I have done all requirements and no baron [[User:Jimi12|Jimi12]] 23:42, 13 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Jimi12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Consolidated_development&amp;diff=117676</id>
		<title>Talk:Consolidated development</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Consolidated_development&amp;diff=117676"/>
		<updated>2010-06-09T20:43:20Z</updated>

		<summary type="html">&lt;p&gt;Jimi12: Created page with 'Should powergoals, bloats, cores, reqs, and arcs each have their own page? This article is very long -~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should powergoals, bloats, cores, reqs, and arcs each have their own page? This article is very long -[[User:Jimi12|Jimi12]] 20:43, 9 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Jimi12</name></author>
	</entry>
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