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	<updated>2026-08-16T09:01:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=173601</id>
		<title>v0.34 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=173601"/>
		<updated>2012-06-22T19:26:16Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multiple Immigrations First Year ==&lt;br /&gt;
&lt;br /&gt;
I got two immigration waves, one of 12 dwarves, and one of eight dwarves, the first year of establishing the fortress, before the first caravan came. Has this happened to anybody else?&lt;br /&gt;
:Yes, you currently seem to always recieve two migrant waves before the first caravan. These are unavoidable, even with a pop cap set to 0. Very frustrating.&lt;br /&gt;
::worse if you don't have a depot and the merchant (and his wagon/donkey whatever) kills himself in craziness, the immigration will be extreme. btw sign with 4 ~'s[[Special:Contributions/98.134.191.123|98.134.191.123]] 23:12, 20 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawbacks to killing an Immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know the exact drawbacks to killing an immigrant wave? will there be multiple ghosts roaming my fort if i say, let them all die to a siege before they reach my fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 10:56, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trader&amp;quot; Strangers coming with immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Since Version 30.10 I have noticed a bug. I guess it´s a bug: There are immigration waves as usual, but some migrants (usually 2 of about 10) are &amp;quot;Traders&amp;quot;. These Traders are displayed with the symbol of stranger Dwarf (like dwarfen merchants in purple). These dwarfs are not commandable, like if they were real merchants. In the units screen they are shown in &amp;quot;Other&amp;quot; as friendly. When they enter the screen with a wave, they blink with &amp;quot;X&amp;quot; and don´t move. The wave stops imidialy, as the way, they enter the map is blocked. After a while they move randomly around and the imigration wave continues.&lt;br /&gt;
These Traders do not go into my fortress. They stay where they are and keep running around randomly form time to time. Now a interesting fact: As soon as Merchants come (Tested with Human and Dwarven merchants), they run to my Trade Depot and leave with the Merchants.&lt;br /&gt;
&lt;br /&gt;
My Question is: Has anybody observed that? Has anybody information feedback for me? -- [[Special:Contributions/81.217.58.127|81.217.58.127]] 17:50, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is {{Bug|5098}}: &amp;quot;Friendly&amp;quot; migrants with Trader profession act like on-the-job merchants&lt;br /&gt;
:Basically, migrants that were caravan traders to your fort earlier are not properly unmarked as merchants.  See that bug entry for more details.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:34, 1 June 2012 (UTC)&lt;br /&gt;
::I added info on that bug and two other immigration bugs to the article.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum population discovered at which POPULATION_CAP is ignored ==&lt;br /&gt;
&lt;br /&gt;
Recent science (34.07) [http://www.bay12forums.com/smf/index.php?topic=110457.0] shows that below a minimum population of 4, POPULATION_CAP is ignored.  I have altered the sentence that refered to a minimum population of 10.  Finn&lt;br /&gt;
&lt;br /&gt;
== All combat migrants ==&lt;br /&gt;
&lt;br /&gt;
In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side.  Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill.  Has anyone else had any kind of migrant skills pattern?  Is my civilization just really warlike?  They do happen to be in an actual war with the goblins, unlike the normal level of conflict.  Perhaps skills aren't as randomized as we thought. [[User:OrangePikmin|OrangePikmin]] 05:14, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're probably just embarking in the middle of or right after a large war. [[User:Putnam3145|Putnam3145]] 07:52, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well like I said I was at war, but I didn't see anything about this in the page.  Seems like if it's common knowledge it should be on the wiki somewhere. [[User:OrangePikmin|OrangePikmin]] 19:26, 22 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dwarven_atom_smasher&amp;diff=173567</id>
		<title>v0.34:Dwarven atom smasher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dwarven_atom_smasher&amp;diff=173567"/>
		<updated>2012-06-21T20:58:25Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:34, 2 October 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DwarfSMASH.PNG|thumb|An atom smasher. Take care so there are &amp;lt;s&amp;gt;no&amp;lt;/s&amp;gt; dwarves underneath when you trigger the bridge.]]&lt;br /&gt;
&lt;br /&gt;
The '''Dwarven Atom Smasher''' is a nickname for a [[drawbridge]] in waste disposal or militarily-significant applications. It [[exploit]]s the implementation of drawbridges to utterly destroy any objects and most creatures in its target area. Dwarven atom smashers are now functional and useful only in several isolated cases.  A &amp;lt;abbr title=&amp;quot;Dwarven atom smasher&amp;quot;&amp;gt;DAS&amp;lt;/abbr&amp;gt; works fine as a trash compactor to smash [[stone|boulders]], [[item]]s, and [[water|fluid]]s straight into oblivion.&lt;br /&gt;
&lt;br /&gt;
== Smashing against the ground ==&lt;br /&gt;
In this design, a drawbridge is built to come down on at least one tile of solid ground. The drawbridge is raised, the targets are placed (or move of their own volition) into position on that ground, and then the drawbridge is lowered, erasing the targets from existence. Most commonly, a garbage dump [[activity zone]] is used in order to place items beneath the drawbridge (as stockpiles cannot be placed on top of existing buildings), but other methods such as flowing [[water]] have been used with varying degrees of success.&lt;br /&gt;
&lt;br /&gt;
Sand or dye in bags doesn't get erased while the bag does, creating a small pile of sand or dye on the ground.&lt;br /&gt;
&lt;br /&gt;
== Smashing upon closing ==&lt;br /&gt;
In this design, a very compact drawbridge (as little as one tile long) is used, and the target area is the one-tile wide anchoring area, where the bridge will close. This often uses walls, locked doors, or other solid objects, leaving the targets nowhere to go. The drawbridge is lowered, the targets are placed (or move of their own volition) into position on the tile(s) that the drawbridge will occupy when closing, and then the drawbridge is raised, squashing the targets flat.&lt;br /&gt;
&lt;br /&gt;
== Immune creatures ==&lt;br /&gt;
The performance of a DAS on creatures is a bit of a drawback.  It's well known that creatures with a size over 1,200,000 (e.g. [[elephant]]s, [[bronze colossus]]es) will make it impossible to raise a drawbridge they are standing on as well as cause a drawbridge to immediately deconstruct if lowered upon the creature.  See [[List of creatures by adult size]] and sort by &amp;quot;Adult size&amp;quot; to see which animals can be affected by bridges.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fire&amp;diff=173566</id>
		<title>v0.34:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fire&amp;diff=173566"/>
		<updated>2012-06-21T19:49:56Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: Undo revision 173565 by OrangePikmin (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|17:51, 12 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely [[fun|destructive]] force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by double exclamation marks, like ‼THIS‼. Fire will burn [[grass]], [[shrub]]s, [[log]]s, [[clothes]], [[dwarves]] (and generally all creatures that are not composed of [[fire-safe]] materials), wooden [[furniture]], wooden [[building]]s and wooden [[road]]s, mined out [[lignite]] and [[coal]], and bars of [[charcoal]] and [[coke]].  Except for dragonfire, fire won't burn rock, metal, trees, unmined lignite or coal, constructions made from wood (wall, floor, etc).&lt;br /&gt;
&lt;br /&gt;
Despite [[fire-safe]]ty being defined as stability at a [[temperature]] of {{ct|11000}}, actual burning items rapidly heat up to several degrees below {{ct|11640}} (due to being cooled by the surrounding air).&lt;br /&gt;
&lt;br /&gt;
== Cause ==&lt;br /&gt;
&lt;br /&gt;
A fire can stem from several sources, for example:&lt;br /&gt;
*[[Dragon]]s breathe [[#dragonfire|dragonfire]], which can set things on fire and will melt most metals, at anything hostile they see. The dragonfire spreads out in a conical shape and burns anything it touches.&lt;br /&gt;
*A [[fire imp]] can throw fireballs, which may set things alight.&lt;br /&gt;
*[[Magma]] can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*[[Magma mist]] burns stuff just as well as magma.&lt;br /&gt;
*Some [[titan]]s, [[forgotten beast]]s, and [[demon]]s can breathe fire/throw fireballs, too.&lt;br /&gt;
*[[Fire man|Fire men]] and [[magma man|magma men]], as well as other procedurally generated beasts composed of flame, have high fixed body temperatures, causing them to spread fires (and [[fun]]) in their path.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently difficult to safely start (and then control) a fire. Fire is most easily started by either [[magma]] or a fire breathing attack. An area enclosed by [[water]], metal, stone or Z-level difference can be used to start a fire which can be used as a way of increasing [[FPS]] by removing objects or can be used as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire.  Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.&lt;br /&gt;
&lt;br /&gt;
== Spread ==&lt;br /&gt;
Fire will spread across Z-Levels by itself. Walls with trapped passages block the fire too. Trees and shrubs will not catch fire, but you can set them on fire in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
&lt;br /&gt;
One thing to note is that dwarves that burn to death do not leave remains and will produce ghosts even if buried in a coffin. Be sure to engrave a memorial to all dwarves that burn to ashes, unless of course you want a ghost infestation.&lt;br /&gt;
&lt;br /&gt;
== Dragonfire ==&lt;br /&gt;
&lt;br /&gt;
'''Dragonfire''' is a very powerful form of fire that reaches temperatures much above regular fire, up to {{ct|14000}}. However, items on the ground and the ground itself reach a much lower temperature, only {{ct|10600}} &amp;amp;mdash; lower than regular fire. [[Building]]s (but not [[construction]]s) receive the full effect of dragonfire, so it will easily melt or otherwise destroy all buildings but those made of [[nether-cap]], [[dolomite]], [[periclase]], [[raw adamantine]], [[adamantine]], and [[slade]].&lt;br /&gt;
&lt;br /&gt;
Dragonfire can only naturally be emitted by [[dragon]]s.&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fire&amp;diff=173565</id>
		<title>v0.34:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fire&amp;diff=173565"/>
		<updated>2012-06-21T19:48:39Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: Info on fighting fire-breathers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|17:51, 12 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely [[fun|destructive]] force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by double exclamation marks, like ‼THIS‼. Fire will burn [[grass]], [[shrub]]s, [[log]]s, [[clothes]], [[dwarves]] (and generally all creatures that are not composed of [[fire-safe]] materials), wooden [[furniture]], wooden [[building]]s and wooden [[road]]s, mined out [[lignite]] and [[coal]], and bars of [[charcoal]] and [[coke]].  Except for dragonfire, fire won't burn rock, metal, trees, unmined lignite or coal, constructions made from wood (wall, floor, etc).&lt;br /&gt;
&lt;br /&gt;
Despite [[fire-safe]]ty being defined as stability at a [[temperature]] of {{ct|11000}}, actual burning items rapidly heat up to several degrees below {{ct|11640}} (due to being cooled by the surrounding air).&lt;br /&gt;
&lt;br /&gt;
== Cause ==&lt;br /&gt;
&lt;br /&gt;
A fire can stem from several sources, for example:&lt;br /&gt;
*[[Dragon]]s breathe [[#dragonfire|dragonfire]], which can set things on fire and will melt most metals, at anything hostile they see. The dragonfire spreads out in a conical shape and burns anything it touches.&lt;br /&gt;
*A [[fire imp]] can throw fireballs, which may set things alight.&lt;br /&gt;
*[[Magma]] can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*[[Magma mist]] burns stuff just as well as magma.&lt;br /&gt;
*Some [[titan]]s, [[forgotten beast]]s, and [[demon]]s can breathe fire/throw fireballs, too.&lt;br /&gt;
*[[Fire man|Fire men]] and [[magma man|magma men]], as well as other procedurally generated beasts composed of flame, have high fixed body temperatures, causing them to spread fires (and [[fun]]) in their path.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently difficult to safely start (and then control) a fire. Fire is most easily started by either [[magma]] or a fire breathing attack. An area enclosed by [[water]], metal, stone or Z-level difference can be used to start a fire which can be used as a way of increasing [[FPS]] by removing objects or can be used as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire.  Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.&lt;br /&gt;
&lt;br /&gt;
== Spread ==&lt;br /&gt;
Fire will spread across Z-Levels by itself. Walls with trapped passages block the fire too. Trees and shrubs will not catch fire, but you can set them on fire in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
== In Combat ==&lt;br /&gt;
If fighting a fire-breathing creature such as a [[forgotten beast]], it can help greatly to fight it on a staircase; as the stairs themselves cannot catch fire, your soldiers will be able to hack away without actually burning.  This is further helped by fireball-hurling creatures' great preference to using fire rather than normal attacks, making them almost harmless on a staircase.  It seems that in this case, dwarves on a staircase hit by a fireball will have flashing names as though they are on fire, but will not actually take any fire damage due to not standing on a tile that is on fire, which is most likely a bug.&lt;br /&gt;
&lt;br /&gt;
Additionally, fire-breathing creatures may not be immune to their own fire, sometimes causing them to burn themselves to death in a melee.&lt;br /&gt;
&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
&lt;br /&gt;
One thing to note is that dwarves that burn to death do not leave remains and will produce ghosts even if buried in a coffin. Be sure to engrave a memorial to all dwarves that burn to ashes, unless of course you want a ghost infestation.&lt;br /&gt;
&lt;br /&gt;
== Dragonfire ==&lt;br /&gt;
&lt;br /&gt;
'''Dragonfire''' is a very powerful form of fire that reaches temperatures much above regular fire, up to {{ct|14000}}. However, items on the ground and the ground itself reach a much lower temperature, only {{ct|10600}} &amp;amp;mdash; lower than regular fire. [[Building]]s (but not [[construction]]s) receive the full effect of dragonfire, so it will easily melt or otherwise destroy all buildings but those made of [[nether-cap]], [[dolomite]], [[periclase]], [[raw adamantine]], [[adamantine]], and [[slade]].&lt;br /&gt;
&lt;br /&gt;
Dragonfire can only naturally be emitted by [[dragon]]s.&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=173558</id>
		<title>v0.34 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=173558"/>
		<updated>2012-06-21T05:14:05Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: All combat migrants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multiple Immigrations First Year ==&lt;br /&gt;
&lt;br /&gt;
I got two immigration waves, one of 12 dwarves, and one of eight dwarves, the first year of establishing the fortress, before the first caravan came. Has this happened to anybody else?&lt;br /&gt;
:Yes, you currently seem to always recieve two migrant waves before the first caravan. These are unavoidable, even with a pop cap set to 0. Very frustrating.&lt;br /&gt;
::worse if you don't have a depot and the merchant (and his wagon/donkey whatever) kills himself in craziness, the immigration will be extreme. btw sign with 4 ~'s[[Special:Contributions/98.134.191.123|98.134.191.123]] 23:12, 20 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawbacks to killing an Immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know the exact drawbacks to killing an immigrant wave? will there be multiple ghosts roaming my fort if i say, let them all die to a siege before they reach my fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 10:56, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trader&amp;quot; Strangers coming with immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Since Version 30.10 I have noticed a bug. I guess it´s a bug: There are immigration waves as usual, but some migrants (usually 2 of about 10) are &amp;quot;Traders&amp;quot;. These Traders are displayed with the symbol of stranger Dwarf (like dwarfen merchants in purple). These dwarfs are not commandable, like if they were real merchants. In the units screen they are shown in &amp;quot;Other&amp;quot; as friendly. When they enter the screen with a wave, they blink with &amp;quot;X&amp;quot; and don´t move. The wave stops imidialy, as the way, they enter the map is blocked. After a while they move randomly around and the imigration wave continues.&lt;br /&gt;
These Traders do not go into my fortress. They stay where they are and keep running around randomly form time to time. Now a interesting fact: As soon as Merchants come (Tested with Human and Dwarven merchants), they run to my Trade Depot and leave with the Merchants.&lt;br /&gt;
&lt;br /&gt;
My Question is: Has anybody observed that? Has anybody information feedback for me? -- [[Special:Contributions/81.217.58.127|81.217.58.127]] 17:50, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is {{Bug|5098}}: &amp;quot;Friendly&amp;quot; migrants with Trader profession act like on-the-job merchants&lt;br /&gt;
:Basically, migrants that were caravan traders to your fort earlier are not properly unmarked as merchants.  See that bug entry for more details.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:34, 1 June 2012 (UTC)&lt;br /&gt;
::I added info on that bug and two other immigration bugs to the article.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum population discovered at which POPULATION_CAP is ignored ==&lt;br /&gt;
&lt;br /&gt;
Recent science (34.07) [http://www.bay12forums.com/smf/index.php?topic=110457.0] shows that below a minimum population of 4, POPULATION_CAP is ignored.  I have altered the sentence that refered to a minimum population of 10.  Finn&lt;br /&gt;
&lt;br /&gt;
== All combat migrants ==&lt;br /&gt;
&lt;br /&gt;
In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side.  Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill.  Has anyone else had any kind of migrant skills pattern?  Is my civilization just really warlike?  They do happen to be in an actual war with the goblins, unlike the normal level of conflict.  Perhaps skills aren't as randomized as we thought. [[User:OrangePikmin|OrangePikmin]] 05:14, 21 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=173557</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=173557"/>
		<updated>2012-06-21T05:12:52Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: Undo revision 173556 by OrangePikmin (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Limit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With default population cap of 200, I received a wave of migrants pushing me to 208, and then later received another wave of migrants (from 210, after children born) to 215. Population cap appears to be nonfunctional. [[User:RSOG|RSOG]] 11:49, 23 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cephalo said: &amp;quot;It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. &amp;quot; --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the population cap also affect important dwarves as dungeon master and other nobles?  --[[User:Blur|Blur]] 20:20, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
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I have the same problem.&lt;br /&gt;
I attended &amp;quot;Hermit&amp;quot; challenge, when i left only 2 dwarves from starter 7. I turned also the pop.cap to 2, so population doesn't grow. I also DON'T trade with any caravan. But these imigrants just blow up the challenge. Even without trading they keep coming every season (even with pop.capped at 2) about 4-7 dwarves per wave. I am forced to put them into DAS to get rid of them. But only get ghosts, for which i must build memorials to get rid of spirits. And here it is: a bunch of memorials and never ending imigrants and ghosts. Also suffer drop in FPS. Problem is - migrants don't stop to come even after 5 years. Can't manage to build much memorials to all of them...  --[[User:Akirasip|Akirasip]] 23:48, 19 March 2011 (UTC)&lt;br /&gt;
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Okay, at least ghosts don't tend to make massive lag, but migrants are main problem...  --[[User:Akirasip|Akirasip]] 23:05, 27 March 2010 (UTC)&lt;br /&gt;
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The first two waves are hardcoded, and you must have &amp;gt;10 dwarves (I think I'll put the first one in keep the other one with a verify) But overall the population limit exceeds slightly, nor does it effect the baby limit. --[[User:IT 000|IT 000]] 10:37, 23 June 2011 (UTC)&lt;br /&gt;
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==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
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 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
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==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
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:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
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::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
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Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
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I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
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Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
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Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
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Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
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I've had 27. http://imgur.com/P32a8.png&lt;br /&gt;
13:32, 8 August 2010&lt;br /&gt;
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Just had 21 migrants. Up to now I had NO wealth created, never traded and only two dwarves survived till that point. Half the fortress flooded, Ogres everywhere. Don't know what they even want here... --[[Special:Contributions/194.156.172.203|194.156.172.203]] 10:07, 26 August 2010 (UTC)&lt;br /&gt;
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(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress?  The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth.  I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go.  -- MozeeToby&lt;br /&gt;
00:38, 17 September 2010&lt;br /&gt;
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I have played for 3 years now a fortress where I refused to dig, and therefore almost everything was made of wood (so low created wealth). I did make some glass things to trade so my trade rates were normal(ish), but my migrant waves were tiny (I've had about seven waves now, never more than 5 dwarfs). So I think it might be based on created wealth.&lt;br /&gt;
--Mr. Jim 18/7/11&lt;br /&gt;
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== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
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== pattern with military skills? ==&lt;br /&gt;
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It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
::I just got a guy w/ 6 in knife, 5 in pike, and 8 in dodger, fighter, shield, and armor. I then looked over my 38 total dorfs in DT. None of my dorfs has had to fight so far, and I only gave skills to one at the start. With the exception of that one, they all followed a few patterns:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) A weapon-combat skill with x experience means they also get x in dodge, fight, shield and armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) A nonweapon-combat skill (I only have a couple biters -- someone check w/ wrestler, please) comes with equal experience in dodge, fight, and armor -- Not shield!&amp;lt;br /&amp;gt;&lt;br /&gt;
::3.) If a dorf comes in with x experience in one weapon and y experience in another (Like that guy with 6 in knife and 5 in pike) they get x+y in dodge, fight, armor, and shield. That one guy had 4500 in knife, and 3500 in pike -- and 8000 in the other 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
::4.) Nonmilitary combat/postcombat skills (Ambusher, crutchwalker, siege, etc) are not related to the above.&lt;br /&gt;
::Can someone get these data:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) Dorf with weapon skill and nonweapon skill (Like biter and lasher, or wrestler and axedwarf) and check to see what skills those match to? I _think_ they'll have exp from both in fighter, dodger, and armor, but only the weapon in shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) Wrestler data in general -- I think it'll follow the biter rules I'm sure of, but I don't know this.&amp;lt;br /&amp;gt; Need data!&amp;lt;br /&amp;gt;&lt;br /&gt;
::--[[User:Waladil|Waladil]] 19:47, 30 July 2010 (UTC)&lt;br /&gt;
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:::Just got a new migrant with the following mil skills:&lt;br /&gt;
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:::novice knife user&lt;br /&gt;
:::novice shield user&lt;br /&gt;
:::skilled armor user&lt;br /&gt;
:::proficient bowdwarf&lt;br /&gt;
:::novice fighter&lt;br /&gt;
:::proficient archer&lt;br /&gt;
:::skilled dodger&lt;br /&gt;
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:::.. which looks to me like &amp;quot;archer+related skills&amp;quot; (armor+dodge) added on top of &amp;quot;melee+related skills&amp;quot; (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)&lt;br /&gt;
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== More military skill patterns ==&lt;br /&gt;
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The section on military skils clearly needs some fixing. It's OK with regard to melee skills, but doesn't even mention the ranged skill combinations (ranged weapon + archer + armor + dodge (no shield)). Plus the archer patterns seem to only grant partial armor and dodge skill (something like 2/3 of the main skill?). Also, there is at least one civilian(ish) skillset which can mess with the patterns. For example, I've got an immigrant just now with the following skills:&lt;br /&gt;
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:novice swordsdwarf&lt;br /&gt;
:novice hammerdwarf&lt;br /&gt;
:talented marksdwarf&lt;br /&gt;
:adequate shield user&lt;br /&gt;
:proficient armor user&lt;br /&gt;
:proficient fighter&lt;br /&gt;
:competent striker&lt;br /&gt;
:professional(?!) dodger&lt;br /&gt;
:proficient observer&lt;br /&gt;
&lt;br /&gt;
..which caused me some headscratching until I noticed he also had &amp;quot;accomplished ambusher&amp;quot; and figured out the patterns were&lt;br /&gt;
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:novice melee (sword, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:novice melee (hammer, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:competent hand-to-hand (armor, fighter, striker, dodger, observer)&lt;br /&gt;
:accomplished hunter (ambusher, marksdwarf(2/3), dodger(2/3?))&lt;br /&gt;
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Also, as of some recent version (.14? .16?), observer skill is included in all the military skillsets. (up to .12, it was only included in the ranged skillsets).&lt;br /&gt;
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As far as I've seen, ''any'' combination of patterns is possible, leading to some pretty strange assortments of skills. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:54, 24 November 2010 (UTC)&lt;br /&gt;
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== HA! ==&lt;br /&gt;
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Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
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== Crash bug ==&lt;br /&gt;
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Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
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== Never Legendary? ==&lt;br /&gt;
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So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
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: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
Second wave brought a legendary leatherworker today. I play quite a bit and this is definitely a rare occurrence.  -=[[User:Uninvited Guest|Uninvited Guest]]&lt;br /&gt;
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: Legendary weaponsmith. what a roll THAT was.--[[Special:Contributions/75.6.235.84|75.6.235.84]] 04:24, 24 November 2010 (UTC)&lt;br /&gt;
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== Odd thingy ==&lt;br /&gt;
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I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
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== No Migrants After first year ==&lt;br /&gt;
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My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
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I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
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Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
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Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;br /&gt;
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I am having a similar problem, but I doubt my civ has been eradicated; On the civ screen it still says I have a general and a queen. But I get no immigrants, and the caravan from home won't leave. --[[User:HugoLuman|HugoLuman]] 06:36, 9 April 2011 (UTC)&lt;br /&gt;
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If having no notable figures for your parent civ means that it is eradicated, then I seem to have found a bug. I got two additional immigration waves besides the guaranteed first two waves. And if i'm not mistaken this isn't the first time it happened. That unless there have been some modifications about this aspect in v0.31.25. -- Gebel -- 23 November 2011&lt;br /&gt;
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== Worldgen Immigrants ==&lt;br /&gt;
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Any information? Are the (virtually useless) 'proffesioned' immigrants specific to .13 or do they include .14 and beyond? Any workarounds to make them useful? Can they function as useful nobles?&lt;br /&gt;
[[User:Shabang50|Shabang50]] 19:56, 27 September 2010 (UTC)&lt;br /&gt;
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:fixed in .31.14 [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
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== Worried Immigrants ==&lt;br /&gt;
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I have a fortress that has managed to survived for 16 years.  Now it's been made a capital and I have a king, I've gotten a message saying &amp;quot;Some Migrants have arrived, despite the danger.&amp;quot;, which I think is the first time in a few years I've had immigrants arrive.  I'm not sure what this danger is that is being referred to, but it seems that it could dissuade immigrants from coming.&lt;br /&gt;
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: The more dwarves that die in your fortress, the more dangerous it is perceived to be by migrants. At worst it can say &amp;quot;Some migrants have arrived, knowing that this place may be their grave&amp;quot;, I think. It's likely that over the years your fortress has been around you've racked up enough deaths to be considered a dangerous place. [[User:Calite|Calite]] 18:48, 11 October 2010 (UTC)&lt;br /&gt;
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::hmm, I don't think it's &amp;lt;i&amp;gt;just&amp;lt;/i&amp;gt; based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be &amp;lt;i&amp;gt;recent&amp;lt;/i&amp;gt; deaths, or maybe &amp;lt;i&amp;gt;net&amp;lt;/i&amp;gt; deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a &amp;lt;i&amp;gt;one time&amp;lt;/i&amp;gt; danger message. Or something else, I dunno. But your (presumably) large, &amp;quot;dangerous&amp;quot; fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
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:::I've had zero deaths, set up a healthy fortress in a calm area, yet I got the &amp;quot;No one even considered making the journey to such an accursed death-trap.&amp;quot; I think there are two possibilities: 1) There were a ton of carp in the river, but they all died in last winter's freeze. 2) I might be next to a hostile civ, but I'm not sure.--[[Special:Contributions/128.120.206.169|128.120.206.169]] 04:53, 26 October 2010 (UTC)&lt;br /&gt;
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== Immigrant war dogs? ==&lt;br /&gt;
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Just had a migrant wave arrive with a &amp;quot;Stray war Dog (tame)&amp;quot;. Don't recall having had that happen before. Anyone else seen a war dog (or hunting dog) arrive with migrants? (v. .31.16) [[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 19 October 2010 (UTC)&lt;br /&gt;
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== Negative created wealth scares away migrants ==&lt;br /&gt;
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While doing some SCIENCE on migration, I found that if I modded my raws so that the fortress' created wealth was negative, then I'd get the message {{DFtext|Migrants were too nervous to make the journey this season|red}}.  Interesting. -- [[User:Khym Chanur|Khym Chanur]] 01:17, 12 June 2011 (UTC)&lt;br /&gt;
* There are many migration announcement messages that aren't listed on this (v0.31) page. I have just received the message that some migrants have arrived &amp;quot;despite the danger&amp;quot;, which according to the 40d version is due to the large amount of death my fortress has encountered (from population of 175 to 5, thanks to a forgotten beast and a vile force of darkness at the same time). Can we confirm the messages that are in 2010 and include them? I thought it added to the mood of my fortress incredibly! -- [[User:Kalon|Kalon]] 01:25, 8 November 2011 (UTC)&lt;br /&gt;
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== Max immigrant wave ==&lt;br /&gt;
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The page states the maximum number of migrants in a wave as 10 or so. Help me. I've been swarmed by a total of 110 immigrants over 6 years, and I think I've seen waves of 15 or more in that time.&lt;br /&gt;
First of all, I'm a noob and I can't handle all of these useless morons standing around. Second of all, WHY AM I GETTING SO MANY MIGRANTS? It's not as if my fortress is even secured at all- The only reason I've survived is that for whatever reason I've never been attacked. Has anyone else had such an experience? [[Special:Contributions/74.98.229.82|74.98.229.82]] 02:11, 16 July 2011 (UTC)&lt;br /&gt;
:10 is the max for the first two waves which appear in the fortress's first summer and first autumn.  Immigration waves after that can be larger. -- [[User:Khym Chanur|Khym Chanur]] 16:23, 16 July 2011 (UTC)&lt;br /&gt;
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== Controlling Arrival Points ==&lt;br /&gt;
&lt;br /&gt;
Now I've got a question I've been wondering about for a while - I used to play the &amp;quot;2D&amp;quot; version of DF for a while, and back then you could control where caravans and migrants would arrive from by building a road to the edge of the map. Is that still possible now somehow? I'm tired of them showing up in all the most random directions possible! D: --[[User:Kittenykat|Kittenykat]] 18:28, 28 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=173556</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=173556"/>
		<updated>2012-06-21T05:11:35Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: /* All combat migrants */ new section&lt;/p&gt;
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&lt;div&gt;== Population Limit ==&lt;br /&gt;
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&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
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I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
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Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
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:With default population cap of 200, I received a wave of migrants pushing me to 208, and then later received another wave of migrants (from 210, after children born) to 215. Population cap appears to be nonfunctional. [[User:RSOG|RSOG]] 11:49, 23 January 2011 (UTC)&lt;br /&gt;
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Cephalo said: &amp;quot;It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. &amp;quot; --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)&lt;br /&gt;
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Does the population cap also affect important dwarves as dungeon master and other nobles?  --[[User:Blur|Blur]] 20:20, 26 December 2010 (UTC)&lt;br /&gt;
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I have the same problem.&lt;br /&gt;
I attended &amp;quot;Hermit&amp;quot; challenge, when i left only 2 dwarves from starter 7. I turned also the pop.cap to 2, so population doesn't grow. I also DON'T trade with any caravan. But these imigrants just blow up the challenge. Even without trading they keep coming every season (even with pop.capped at 2) about 4-7 dwarves per wave. I am forced to put them into DAS to get rid of them. But only get ghosts, for which i must build memorials to get rid of spirits. And here it is: a bunch of memorials and never ending imigrants and ghosts. Also suffer drop in FPS. Problem is - migrants don't stop to come even after 5 years. Can't manage to build much memorials to all of them...  --[[User:Akirasip|Akirasip]] 23:48, 19 March 2011 (UTC)&lt;br /&gt;
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Okay, at least ghosts don't tend to make massive lag, but migrants are main problem...  --[[User:Akirasip|Akirasip]] 23:05, 27 March 2010 (UTC)&lt;br /&gt;
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The first two waves are hardcoded, and you must have &amp;gt;10 dwarves (I think I'll put the first one in keep the other one with a verify) But overall the population limit exceeds slightly, nor does it effect the baby limit. --[[User:IT 000|IT 000]] 10:37, 23 June 2011 (UTC)&lt;br /&gt;
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==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
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 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
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==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
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:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
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::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
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Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
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I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
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Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
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Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
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Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
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I've had 27. http://imgur.com/P32a8.png&lt;br /&gt;
13:32, 8 August 2010&lt;br /&gt;
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Just had 21 migrants. Up to now I had NO wealth created, never traded and only two dwarves survived till that point. Half the fortress flooded, Ogres everywhere. Don't know what they even want here... --[[Special:Contributions/194.156.172.203|194.156.172.203]] 10:07, 26 August 2010 (UTC)&lt;br /&gt;
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(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress?  The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth.  I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go.  -- MozeeToby&lt;br /&gt;
00:38, 17 September 2010&lt;br /&gt;
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I have played for 3 years now a fortress where I refused to dig, and therefore almost everything was made of wood (so low created wealth). I did make some glass things to trade so my trade rates were normal(ish), but my migrant waves were tiny (I've had about seven waves now, never more than 5 dwarfs). So I think it might be based on created wealth.&lt;br /&gt;
--Mr. Jim 18/7/11&lt;br /&gt;
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== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
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== pattern with military skills? ==&lt;br /&gt;
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It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
::I just got a guy w/ 6 in knife, 5 in pike, and 8 in dodger, fighter, shield, and armor. I then looked over my 38 total dorfs in DT. None of my dorfs has had to fight so far, and I only gave skills to one at the start. With the exception of that one, they all followed a few patterns:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) A weapon-combat skill with x experience means they also get x in dodge, fight, shield and armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) A nonweapon-combat skill (I only have a couple biters -- someone check w/ wrestler, please) comes with equal experience in dodge, fight, and armor -- Not shield!&amp;lt;br /&amp;gt;&lt;br /&gt;
::3.) If a dorf comes in with x experience in one weapon and y experience in another (Like that guy with 6 in knife and 5 in pike) they get x+y in dodge, fight, armor, and shield. That one guy had 4500 in knife, and 3500 in pike -- and 8000 in the other 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
::4.) Nonmilitary combat/postcombat skills (Ambusher, crutchwalker, siege, etc) are not related to the above.&lt;br /&gt;
::Can someone get these data:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) Dorf with weapon skill and nonweapon skill (Like biter and lasher, or wrestler and axedwarf) and check to see what skills those match to? I _think_ they'll have exp from both in fighter, dodger, and armor, but only the weapon in shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) Wrestler data in general -- I think it'll follow the biter rules I'm sure of, but I don't know this.&amp;lt;br /&amp;gt; Need data!&amp;lt;br /&amp;gt;&lt;br /&gt;
::--[[User:Waladil|Waladil]] 19:47, 30 July 2010 (UTC)&lt;br /&gt;
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:::Just got a new migrant with the following mil skills:&lt;br /&gt;
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:::novice knife user&lt;br /&gt;
:::novice shield user&lt;br /&gt;
:::skilled armor user&lt;br /&gt;
:::proficient bowdwarf&lt;br /&gt;
:::novice fighter&lt;br /&gt;
:::proficient archer&lt;br /&gt;
:::skilled dodger&lt;br /&gt;
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:::.. which looks to me like &amp;quot;archer+related skills&amp;quot; (armor+dodge) added on top of &amp;quot;melee+related skills&amp;quot; (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)&lt;br /&gt;
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== More military skill patterns ==&lt;br /&gt;
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The section on military skils clearly needs some fixing. It's OK with regard to melee skills, but doesn't even mention the ranged skill combinations (ranged weapon + archer + armor + dodge (no shield)). Plus the archer patterns seem to only grant partial armor and dodge skill (something like 2/3 of the main skill?). Also, there is at least one civilian(ish) skillset which can mess with the patterns. For example, I've got an immigrant just now with the following skills:&lt;br /&gt;
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:novice swordsdwarf&lt;br /&gt;
:novice hammerdwarf&lt;br /&gt;
:talented marksdwarf&lt;br /&gt;
:adequate shield user&lt;br /&gt;
:proficient armor user&lt;br /&gt;
:proficient fighter&lt;br /&gt;
:competent striker&lt;br /&gt;
:professional(?!) dodger&lt;br /&gt;
:proficient observer&lt;br /&gt;
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..which caused me some headscratching until I noticed he also had &amp;quot;accomplished ambusher&amp;quot; and figured out the patterns were&lt;br /&gt;
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:novice melee (sword, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:novice melee (hammer, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:competent hand-to-hand (armor, fighter, striker, dodger, observer)&lt;br /&gt;
:accomplished hunter (ambusher, marksdwarf(2/3), dodger(2/3?))&lt;br /&gt;
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Also, as of some recent version (.14? .16?), observer skill is included in all the military skillsets. (up to .12, it was only included in the ranged skillsets).&lt;br /&gt;
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As far as I've seen, ''any'' combination of patterns is possible, leading to some pretty strange assortments of skills. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:54, 24 November 2010 (UTC)&lt;br /&gt;
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== HA! ==&lt;br /&gt;
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Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
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== Crash bug ==&lt;br /&gt;
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Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
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== Never Legendary? ==&lt;br /&gt;
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So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
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: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
Second wave brought a legendary leatherworker today. I play quite a bit and this is definitely a rare occurrence.  -=[[User:Uninvited Guest|Uninvited Guest]]&lt;br /&gt;
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: Legendary weaponsmith. what a roll THAT was.--[[Special:Contributions/75.6.235.84|75.6.235.84]] 04:24, 24 November 2010 (UTC)&lt;br /&gt;
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== Odd thingy ==&lt;br /&gt;
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I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
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== No Migrants After first year ==&lt;br /&gt;
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My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
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I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
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Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
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Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;br /&gt;
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I am having a similar problem, but I doubt my civ has been eradicated; On the civ screen it still says I have a general and a queen. But I get no immigrants, and the caravan from home won't leave. --[[User:HugoLuman|HugoLuman]] 06:36, 9 April 2011 (UTC)&lt;br /&gt;
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If having no notable figures for your parent civ means that it is eradicated, then I seem to have found a bug. I got two additional immigration waves besides the guaranteed first two waves. And if i'm not mistaken this isn't the first time it happened. That unless there have been some modifications about this aspect in v0.31.25. -- Gebel -- 23 November 2011&lt;br /&gt;
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== Worldgen Immigrants ==&lt;br /&gt;
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Any information? Are the (virtually useless) 'proffesioned' immigrants specific to .13 or do they include .14 and beyond? Any workarounds to make them useful? Can they function as useful nobles?&lt;br /&gt;
[[User:Shabang50|Shabang50]] 19:56, 27 September 2010 (UTC)&lt;br /&gt;
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:fixed in .31.14 [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
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== Worried Immigrants ==&lt;br /&gt;
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I have a fortress that has managed to survived for 16 years.  Now it's been made a capital and I have a king, I've gotten a message saying &amp;quot;Some Migrants have arrived, despite the danger.&amp;quot;, which I think is the first time in a few years I've had immigrants arrive.  I'm not sure what this danger is that is being referred to, but it seems that it could dissuade immigrants from coming.&lt;br /&gt;
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: The more dwarves that die in your fortress, the more dangerous it is perceived to be by migrants. At worst it can say &amp;quot;Some migrants have arrived, knowing that this place may be their grave&amp;quot;, I think. It's likely that over the years your fortress has been around you've racked up enough deaths to be considered a dangerous place. [[User:Calite|Calite]] 18:48, 11 October 2010 (UTC)&lt;br /&gt;
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::hmm, I don't think it's &amp;lt;i&amp;gt;just&amp;lt;/i&amp;gt; based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be &amp;lt;i&amp;gt;recent&amp;lt;/i&amp;gt; deaths, or maybe &amp;lt;i&amp;gt;net&amp;lt;/i&amp;gt; deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a &amp;lt;i&amp;gt;one time&amp;lt;/i&amp;gt; danger message. Or something else, I dunno. But your (presumably) large, &amp;quot;dangerous&amp;quot; fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
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:::I've had zero deaths, set up a healthy fortress in a calm area, yet I got the &amp;quot;No one even considered making the journey to such an accursed death-trap.&amp;quot; I think there are two possibilities: 1) There were a ton of carp in the river, but they all died in last winter's freeze. 2) I might be next to a hostile civ, but I'm not sure.--[[Special:Contributions/128.120.206.169|128.120.206.169]] 04:53, 26 October 2010 (UTC)&lt;br /&gt;
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== Immigrant war dogs? ==&lt;br /&gt;
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Just had a migrant wave arrive with a &amp;quot;Stray war Dog (tame)&amp;quot;. Don't recall having had that happen before. Anyone else seen a war dog (or hunting dog) arrive with migrants? (v. .31.16) [[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 19 October 2010 (UTC)&lt;br /&gt;
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== Negative created wealth scares away migrants ==&lt;br /&gt;
&lt;br /&gt;
While doing some SCIENCE on migration, I found that if I modded my raws so that the fortress' created wealth was negative, then I'd get the message {{DFtext|Migrants were too nervous to make the journey this season|red}}.  Interesting. -- [[User:Khym Chanur|Khym Chanur]] 01:17, 12 June 2011 (UTC)&lt;br /&gt;
* There are many migration announcement messages that aren't listed on this (v0.31) page. I have just received the message that some migrants have arrived &amp;quot;despite the danger&amp;quot;, which according to the 40d version is due to the large amount of death my fortress has encountered (from population of 175 to 5, thanks to a forgotten beast and a vile force of darkness at the same time). Can we confirm the messages that are in 2010 and include them? I thought it added to the mood of my fortress incredibly! -- [[User:Kalon|Kalon]] 01:25, 8 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Max immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
The page states the maximum number of migrants in a wave as 10 or so. Help me. I've been swarmed by a total of 110 immigrants over 6 years, and I think I've seen waves of 15 or more in that time.&lt;br /&gt;
First of all, I'm a noob and I can't handle all of these useless morons standing around. Second of all, WHY AM I GETTING SO MANY MIGRANTS? It's not as if my fortress is even secured at all- The only reason I've survived is that for whatever reason I've never been attacked. Has anyone else had such an experience? [[Special:Contributions/74.98.229.82|74.98.229.82]] 02:11, 16 July 2011 (UTC)&lt;br /&gt;
:10 is the max for the first two waves which appear in the fortress's first summer and first autumn.  Immigration waves after that can be larger. -- [[User:Khym Chanur|Khym Chanur]] 16:23, 16 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Controlling Arrival Points ==&lt;br /&gt;
&lt;br /&gt;
Now I've got a question I've been wondering about for a while - I used to play the &amp;quot;2D&amp;quot; version of DF for a while, and back then you could control where caravans and migrants would arrive from by building a road to the edge of the map. Is that still possible now somehow? I'm tired of them showing up in all the most random directions possible! D: --[[User:Kittenykat|Kittenykat]] 18:28, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== All combat migrants ==&lt;br /&gt;
&lt;br /&gt;
In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side.  Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill.  Has anyone else had any kind of migrant skills pattern?  Is my civilization just really warlike?  They do happen to be in an actual war with the goblins, unlike the normal level of conflict.  Perhaps skills aren't as randomized as we thought. [[User:OrangePikmin|OrangePikmin]] 05:11, 21 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bolt&amp;diff=169594</id>
		<title>v0.34 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bolt&amp;diff=169594"/>
		<updated>2012-04-07T21:31:46Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: Created page with &amp;quot;== Inconsistency? == &amp;quot;Tests show that where even masterwork wooden bolts bounce harmlessly off copper armor, iron bolts pierce without any issue.&amp;quot;  &amp;quot;Tests show that even wooden b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Inconsistency? ==&lt;br /&gt;
&amp;quot;Tests show that where even masterwork wooden bolts bounce harmlessly off copper armor, iron bolts pierce without any issue.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tests show that even wooden bolts are effective against armored targets with the new release. Copper bolts have been known to pierce adamantium consistently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These two statements flatly contradict each other, is either true? [[User:OrangePikmin|OrangePikmin]] 21:31, 7 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave_blob&amp;diff=169527</id>
		<title>v0.34:Cave blob</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave_blob&amp;diff=169527"/>
		<updated>2012-04-06T04:22:25Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:11, 30 June 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''Cave blob''' is a single body/cell organism found in only the deepest [[cavern]]s. They are seemingly incapable of attacking anything and pose little threat if left alone, although dwarves that see them will interrupt whatever they are doing and run away.&lt;br /&gt;
&lt;br /&gt;
Harmless as they may be, it is still ill-advised to disturb them. Exposure to their secretions or contents is capable of causing mild, short-term [[Syndrome|harm]] in the form of painful blisters. &lt;br /&gt;
&lt;br /&gt;
The only products gained by the butchering of a cave blob are a skin for your [[leatherworker]]s and [[syndrome|blisters]] for your butcher. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Reacher&amp;diff=169525</id>
		<title>v0.34:Reacher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Reacher&amp;diff=169525"/>
		<updated>2012-04-06T02:39:46Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:33, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|bone=18-22&lt;br /&gt;
|meat=20-21&lt;br /&gt;
|fat=16&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Reachers''' are annoying creatures that appear alone and will hunt and pursue your dwarves. They are evil humanoids with grey skin and black eyes, and do not appear to be intelligent. As all evil creatures, they cannot be tamed by dwarves.&lt;br /&gt;
&lt;br /&gt;
They are slightly larger than dwarves, but any armed and armored dwarf should be able to kill them.&lt;br /&gt;
&lt;br /&gt;
They do not act like their description says, yet.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Friend&amp;diff=169524</id>
		<title>v0.34:Friend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Friend&amp;diff=169524"/>
		<updated>2012-04-06T02:17:33Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:03, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves will sometimes make friends, and this gives them a happy thought. The likelihood of two dwarves becoming friends increases as both spend time [[Social skill|socializing]] instead of working. But be warned, although dwarves get happy thoughts from making friends and talking with them, they will become quite sad if a friend dies. This is a common source of [[tantrum|fun]].&lt;br /&gt;
&lt;br /&gt;
There are several ways of avoiding the dangers of friendship. The first and hardest option is to ensure that no one ever idles. The second is to designate a HUGE [[Activity zone#Meeting Area|meeting area]], so that idlers won't be anywhere near each other. The best way, however, is to provide everyone with a personal [[bedroom]]. When this is combined with the absence of a designated meeting area, idle dwarves will spend their time in their bedrooms, alone.&lt;br /&gt;
&lt;br /&gt;
Extra care must be taken with [[soldier]]s in the same squad, for not only do they spend a lot of time together, and thus can easily socialize when they're off-duty, but they also are the most likely to die (especially if they're inexperienced recruits). This often leads to the entire squad becoming depressed over the death of a single soldier; combined with the fact that the soldiers are most likely equipped with armor and weapons, this means that [[tantrum|tantrums]] resulting from a soldier's death can be catastrophic.&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kennel&amp;diff=169521</id>
		<title>v0.34:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kennel&amp;diff=169521"/>
		<updated>2012-04-05T23:36:40Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: Updated the taming info for the new version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train Hunting Animals&lt;br /&gt;
* Train War Animals&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
* [[Tame]] [[cage]]d wild [[creature]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''[[labor]]''' associated with the [[skill]] &amp;quot;[[small animal dissection]]&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a [[butcher's shop]].  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Kennels allow the capturing of small animals (vermin) with an animal trap, like a [[butcher's shop]]. The kennels also allow animal trainers to tame these small animals. In previous versions, the taming and training of large animals, such as [[dogs]], was also done at a kennel, but now these tasks are performed at an animal training [[zone]].&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: An [[animal trap]] and a [[trapper]].&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal [[stockpile]]. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An [[animal trainer]] and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets or eaten if left alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animals that are fed with food that leaves seeds will need to have the seeds {{K|d}}umped to allow the cage to be re-used in a cage trap. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed. Cages are only re-used for cage traps when truly empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=169351</id>
		<title>v0.34:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=169351"/>
		<updated>2012-04-03T21:42:04Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:05, 27 September 2010 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
'''Crossbows''' can be made from [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a [[bowyer's workshop]] using the [[crossbow-making]] skill; metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill.&lt;br /&gt;
A dwarf will open fire at a range of '''20''' tiles, but the bolts may travel further and hit something by accident.&lt;br /&gt;
&lt;br /&gt;
== Crossbows in Ranged Combat ==&lt;br /&gt;
Crossbows use [[Bolt|bolts]] as their [[ammunition]]. The quality of the crossbow affects the accuracy of the shot, while the material of the crossbow is unimportant. They are able to fire roughly 20 tiles, including changes in Z level.&lt;br /&gt;
&lt;br /&gt;
== Crossbows in Melee ==&lt;br /&gt;
In melee combat, crossbows use the [[Hammerman]] skill. [[Cross-training]] your marksdwarves so that they can hold their own in a melee is advisable. Choosing a better material will, of course, result in a more damaging butt-stroke - but crossbows make a poor melee weapon anyway.&lt;br /&gt;
&lt;br /&gt;
== Hunters and Crossbows ==&lt;br /&gt;
[[ambusher|Hunters]] use crossbows to hunt with, and will automatically pick one up if they don't already have one.  They'll also carry a quiver and bolts.  You can modify their ammunition allotment using the [[Military_interface#Ammunition|Military screen]].&lt;br /&gt;
&lt;br /&gt;
Hunters will typically give up on hunting if they run out of ammunition, thus the material of their crossbows is unimportant.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
*Crossbows can regularly pierce even adamantine armor with wooden bolts. Copper and other low-grade metals can do so virtually every time.{{bug|5516}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_coati&amp;diff=169228</id>
		<title>v0.34:Giant coati</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_coati&amp;diff=169228"/>
		<updated>2012-04-03T18:50:17Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: Info on stealing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Like their [[Coati|smaller cousins]], giant coatis may steal items from the fortress if given an opportunity.  They will take any item they can, not just food.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bogeyman&amp;diff=146105</id>
		<title>v0.31 Talk:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bogeyman&amp;diff=146105"/>
		<updated>2011-04-16T21:09:04Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;The only way to stop their attacks is by running through a critical distance somewhere near a town/hamlet,&amp;quot;&lt;br /&gt;
:I ran through one, didn't ward them off. Also, you can enter a lair(where whatever lives inside it is dead) to escape from them, such as you would a building(Just thought I'd point that out.)&lt;br /&gt;
:Also brings me to the next point that sleeping inside of a cleared lair can keep your safe from bogeymen. --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 23:43, 3 February 2011 (UTC)&lt;br /&gt;
:Actually I can testify for this.  Once I was in a town sleeping, but not in a building and they attacked.  I moved about ten spaces and once I was a couple spaces away from the wall of a building, it said &amp;quot;The cackling fades away.&amp;quot; Perhaps whoever edited that in meant getting close to the buildings?[[User:OrangePikmin|OrangePikmin]] 21:07, 16 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone else notice that bogeymen don't attack you in badlands or deserts etc. ? --[[User:Eepkeep|Eepkeep]] 13:14, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've noticed, and I'm adding that to the article: you must be close to civilization for them to appear. --AddledAbalone 21:55, 17 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Screw that close to civ stuff, I was atleast 5 tiles on the world map, not travel map, from the nearest town or whatever and they spawned suddenly, unless there are also towns that aren't on the map before you heard about them or found them. Would make few sense though with a 90% uncovered map at starting... ~ BloodyRain2k, 4th April 2011&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bogeyman&amp;diff=146104</id>
		<title>v0.31 Talk:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bogeyman&amp;diff=146104"/>
		<updated>2011-04-16T21:07:20Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: Critical distance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;The only way to stop their attacks is by running through a critical distance somewhere near a town/hamlet,&amp;quot;&lt;br /&gt;
:I ran through one, didn't ward them off. Also, you can enter a lair(where whatever lives inside it is dead) to escape from them, such as you would a building(Just thought I'd point that out.)&lt;br /&gt;
:Also brings me to the next point that sleeping inside of a cleared lair can keep your safe from bogeymen. --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 23:43, 3 February 2011 (UTC)&lt;br /&gt;
:Actually I can testify for this.  Once I was in a town sleeping, but not in a building and they attacked.  I moved about ten spaces and once I was a couple spaces away from the wall of a building, it said &amp;quot;The cackling fades away.&amp;quot; [[User:OrangePikmin|OrangePikmin]] 21:07, 16 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone else notice that bogeymen don't attack you in badlands or deserts etc. ? --[[User:Eepkeep|Eepkeep]] 13:14, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've noticed, and I'm adding that to the article: you must be close to civilization for them to appear. --AddledAbalone 21:55, 17 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Screw that close to civ stuff, I was atleast 5 tiles on the world map, not travel map, from the nearest town or whatever and they spawned suddenly, unless there are also towns that aren't on the map before you heard about them or found them. Would make few sense though with a 90% uncovered map at starting... ~ BloodyRain2k, 4th April 2011&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=134385</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=134385"/>
		<updated>2011-01-03T19:50:42Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: /* Clothier won't take materials */&lt;/p&gt;
&lt;hr /&gt;
&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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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== 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;
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: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.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: 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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== 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;
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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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== 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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== 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... And it seems like this type of information should be in the article so it doesn't have to be asked about. [[User:OrangePikmin|OrangePikmin]] 19:50, 3 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=134384</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=134384"/>
		<updated>2011-01-03T19:47:09Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: /* Clothier won't take materials */&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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== 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;
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: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.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: 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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== 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;
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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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== 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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== 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;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=134307</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=134307"/>
		<updated>2011-01-02T07:05:49Z</updated>

		<summary type="html">&lt;p&gt;OrangePikmin: /* Clothier won't take materials */ new section&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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== 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;
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: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.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: 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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== 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;
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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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== 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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== 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;/div&gt;</summary>
		<author><name>OrangePikmin</name></author>
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