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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shorr</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-02T20:15:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Soldier&amp;diff=235822</id>
		<title>DF2014 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Soldier&amp;diff=235822"/>
		<updated>2018-05-01T19:25:23Z</updated>

		<summary type="html">&lt;p&gt;Shorr: Created page with &amp;quot; == Miner Heroes == Are legendary miners considered to be heroes military-wise? Do they get negative thought from the draft and long patrols? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Miner Heroes ==&lt;br /&gt;
Are legendary miners considered to be heroes military-wise? Do they get negative thought from the draft and long patrols? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 19:25, 1 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=227994</id>
		<title>DF2014 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=227994"/>
		<updated>2016-12-02T14:05:07Z</updated>

		<summary type="html">&lt;p&gt;Shorr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Totally ecstatic for a few months&amp;quot;==&lt;br /&gt;
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --[[Special:Contributions/2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D|2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D]] 19:11, 15 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:47, 22 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. My king, a clothier, created an artifact face veil.--[[User:Feb Rainyworks|Feb Rainyworks]] 13 June 2015&lt;br /&gt;
&lt;br /&gt;
==Mood Lottery==&lt;br /&gt;
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is ''exactly'' how Toady implemented it, and you can see how it works in DFHack's [https://github.com/DFHack/dfhack/blob/master/plugins/strangemood.cpp#L567 strangemood] plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:48, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses &amp;quot;tickets&amp;quot; because you chose to use the keyword &amp;quot;tickets&amp;quot;, not necessarily because the game itself uses &amp;quot;tickets&amp;quot;, but that is splitting hairs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:10, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should we remove the part about the planepacked glitch ==&lt;br /&gt;
&lt;br /&gt;
I know it's funny, but it no longer applies to this version of DF... [[Special:Contributions/2602:306:C413:D410:5C5A:FE11:B71C:4C4A|2602:306:C413:D410:5C5A:FE11:B71C:4C4A]] 05:33, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done, thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:50, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable profession ==&lt;br /&gt;
&lt;br /&gt;
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --[[User:Pegasus|Pegasus]] ([[User talk:Pegasus|talk]]) 05:32, 22 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mood Instruments ==&lt;br /&gt;
&lt;br /&gt;
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:18, 8 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:26, 11 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-citizen moods ==&lt;br /&gt;
&lt;br /&gt;
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.&lt;br /&gt;
&lt;br /&gt;
== Books vs. Maximum Number of Artifacts? ==&lt;br /&gt;
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 14:05, 2 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Building_destroyer&amp;diff=227922</id>
		<title>DF2014 Talk:Building destroyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Building_destroyer&amp;diff=227922"/>
		<updated>2016-11-26T22:23:28Z</updated>

		<summary type="html">&lt;p&gt;Shorr: /* Artifact grates vulnerable or not? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just have my wall toppled by troll. I don't know if this is a new bug or a new feature. Vanilla DF 0.43.03.--[[Special:Contributions/81.5.76.193|81.5.76.193]] 00:09, 30 May 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact grates vulnerable or not? ==&lt;br /&gt;
&lt;br /&gt;
...''Some kinds of artifact furniture will be deconstructed by a building destroyer''... - does this include vertical grates? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 22:23, 26 November 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Moat&amp;diff=223541</id>
		<title>DF2014 Talk:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Moat&amp;diff=223541"/>
		<updated>2016-02-18T20:12:25Z</updated>

		<summary type="html">&lt;p&gt;Shorr: Created page with &amp;quot;==Smoothed stone climbing== This article: ''Smoothed natural walls are slippery and difficult to climb; and fortifications [...] are currently impossible to climb.''  The arti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Smoothed stone climbing==&lt;br /&gt;
This article:&lt;br /&gt;
''Smoothed natural walls are slippery and difficult to climb; and fortifications [...] are currently impossible to climb.''&lt;br /&gt;
&lt;br /&gt;
The article '[[DF2014:Climber|Climber]]':&lt;br /&gt;
''Climbing smoothed natural stone is impossible.''&lt;br /&gt;
&lt;br /&gt;
So, which one is true? Is it possible to climb smoothed stone or not?&lt;br /&gt;
[[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 20:12, 18 February 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Magma_pool&amp;diff=197736</id>
		<title>v0.34 Talk:Magma pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Magma_pool&amp;diff=197736"/>
		<updated>2014-03-19T21:29:03Z</updated>

		<summary type="html">&lt;p&gt;Shorr: Created page with &amp;quot;==Finding the Pools== Maybe it is worth mentioning in the article that the magma pools are abundant within the areas of high volcanism, indicated as bright white spots on the ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Finding the Pools==&lt;br /&gt;
Maybe it is worth mentioning in the article that the magma pools are abundant within the areas of high volcanism, indicated as bright white spots on the standard &amp;quot;Volcanism&amp;quot; map generated through the Legends mode. Since not all such areas correspond to the actual volcanoes (that is, few magma pools actually make it all the way to the surface), it may help some novice players with finding such areas, if embarking on a site with a magma pool is desired. [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 21:29, 19 March 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=193137</id>
		<title>v0.34 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=193137"/>
		<updated>2013-10-03T00:46:48Z</updated>

		<summary type="html">&lt;p&gt;Shorr: /* Avoiding Long Patrol Complaints? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--Saw the thought &amp;quot;admired own fine, tastefully arranged, statue lately&amp;quot;. Tastefully arranged is a new one to me.&lt;br /&gt;
Anyone know how or why it arises? [[User:Headjack|Headjack]] 04:43, 25 February 2012 (UTC)&lt;br /&gt;
:[[Sculpture garden]]. All furniture within is considered &amp;quot;tastefully arranged&amp;quot;. I'm assuming it was assigned to that dwarf as well given the &amp;quot;own&amp;quot; modifier. -- [[User:Qazmlpok|Qazmlpok]] 14:43, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Animal Trainers can get a [http://i47.tinypic.com/5ezexe.png (good?) thought] from [http://i48.tinypic.com/33eiyjq.png forming a relationship] with the animals.  I have no idea how it happens, only one out of multiple trainers has done this. Checking something... added &amp;quot;He has lost an animal training partner to tragedy recently&amp;quot; and dropped mood from ecstatic to happy after slaughtering one.--[[Special:Contributions/98.232.209.203|98.232.209.203]] 09:44, 6 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Many thoughts are now missing ==&lt;br /&gt;
&lt;br /&gt;
This page's new look is great, but I am surprised to see that several thoughts have been removed unaccountably. (Compare the current revision of this page with an older one, such as [http://dwarffortresswiki.org/index.php?title=DF2012:Thought&amp;amp;oldid=186325]). What is the reason for this?&lt;br /&gt;
[[User:Pie Maker|Pie Maker]] ([[User talk:Pie Maker|talk]]) 16:03, 3 July 2013 (UTC)&lt;br /&gt;
:The page explicitly says it's a selection of common thoughts, and references a complete [[List of Dwarven Thoughts]].  (Note that the older revision you referenced only listed 90-odd thoughts, not all 225 that the [[Utility:DFHack|DFHack utility]] knows about.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] ([[User talk:0x517A5D|talk]]) 21:44, 3 July 2013 (UTC)&lt;br /&gt;
::I do realise this, but the problem as I see it is that several of the removed thoughts actually do occur regularly during gameplay, even if they don't occur as commonly as the already listed thoughts. It is my belief that the wiki should list and explain all thoughts that occur during gameplay, so that any player who wishes to understand certain thoughts and the reasons behind them will have a source of information. Note that although the List of Dwarven Thoughts is thorough, it does not explain the trigger behind the thought, and does not differentiate between thoughts in the current version and thoughts that do not currently appear during gameplay, so it is not exactly the best source of information for a confused player. [[User:Pie Maker|Pie Maker]] ([[User talk:Pie Maker|talk]]) 11:42, 4 July 2013 (UTC)&lt;br /&gt;
:::I concur. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 15:27, 18 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Either this problem was already fixed or it was rather overstated. I have reconciled the current list with the one posted above--only seven thoughts were missing, and I added all of them except the &amp;quot;drink vomit&amp;quot; one. Other thoughts may have been consolidated and reorganized, but they were still on the page.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:14, 18 September 2013 (UTC)&lt;br /&gt;
==Avoiding Long Patrol Complaints?==&lt;br /&gt;
Just how long should off-duty periods last for this thought to not appear? Is a single-day break between drafts enough? Or should it be a month? Or a year? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 20:27, 30 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe overlong patrol duty complaints are often the result of a current bug.{{bug|3190}} [[Utility:DFHack|DFHack]] includes a command to &amp;quot;fix&amp;quot; this. I don't know the direct answer to your question, however. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:44, 2 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes, the bug description matches my problem. Well, a danger room makes all this irrelevant - novices train into heroes through a couple of weeks :-) Thank you very much for your reply, anyway. [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 00:46, 3 October 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=193069</id>
		<title>v0.34 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=193069"/>
		<updated>2013-09-30T20:27:34Z</updated>

		<summary type="html">&lt;p&gt;Shorr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--Saw the thought &amp;quot;admired own fine, tastefully arranged, statue lately&amp;quot;. Tastefully arranged is a new one to me.&lt;br /&gt;
Anyone know how or why it arises? [[User:Headjack|Headjack]] 04:43, 25 February 2012 (UTC)&lt;br /&gt;
:[[Sculpture garden]]. All furniture within is considered &amp;quot;tastefully arranged&amp;quot;. I'm assuming it was assigned to that dwarf as well given the &amp;quot;own&amp;quot; modifier. -- [[User:Qazmlpok|Qazmlpok]] 14:43, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Animal Trainers can get a [http://i47.tinypic.com/5ezexe.png (good?) thought] from [http://i48.tinypic.com/33eiyjq.png forming a relationship] with the animals.  I have no idea how it happens, only one out of multiple trainers has done this. Checking something... added &amp;quot;He has lost an animal training partner to tragedy recently&amp;quot; and dropped mood from ecstatic to happy after slaughtering one.--[[Special:Contributions/98.232.209.203|98.232.209.203]] 09:44, 6 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Many thoughts are now missing ==&lt;br /&gt;
&lt;br /&gt;
This page's new look is great, but I am surprised to see that several thoughts have been removed unaccountably. (Compare the current revision of this page with an older one, such as [http://dwarffortresswiki.org/index.php?title=DF2012:Thought&amp;amp;oldid=186325]). What is the reason for this?&lt;br /&gt;
[[User:Pie Maker|Pie Maker]] ([[User talk:Pie Maker|talk]]) 16:03, 3 July 2013 (UTC)&lt;br /&gt;
:The page explicitly says it's a selection of common thoughts, and references a complete [[List of Dwarven Thoughts]].  (Note that the older revision you referenced only listed 90-odd thoughts, not all 225 that the [[Utility:DFHack|DFHack utility]] knows about.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] ([[User talk:0x517A5D|talk]]) 21:44, 3 July 2013 (UTC)&lt;br /&gt;
::I do realise this, but the problem as I see it is that several of the removed thoughts actually do occur regularly during gameplay, even if they don't occur as commonly as the already listed thoughts. It is my belief that the wiki should list and explain all thoughts that occur during gameplay, so that any player who wishes to understand certain thoughts and the reasons behind them will have a source of information. Note that although the List of Dwarven Thoughts is thorough, it does not explain the trigger behind the thought, and does not differentiate between thoughts in the current version and thoughts that do not currently appear during gameplay, so it is not exactly the best source of information for a confused player. [[User:Pie Maker|Pie Maker]] ([[User talk:Pie Maker|talk]]) 11:42, 4 July 2013 (UTC)&lt;br /&gt;
:::I concur. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 15:27, 18 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Either this problem was already fixed or it was rather overstated. I have reconciled the current list with the one posted above--only seven thoughts were missing, and I added all of them except the &amp;quot;drink vomit&amp;quot; one. Other thoughts may have been consolidated and reorganized, but they were still on the page.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:14, 18 September 2013 (UTC)&lt;br /&gt;
==Avoiding Long Patrol Complaints?==&lt;br /&gt;
Just how long should off-duty periods last for this thought to not appear? Is a single-day break between drafts enough? Or should it be a month? Or a year? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 20:27, 30 September 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Block&amp;diff=192811</id>
		<title>v0.34 Talk:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Block&amp;diff=192811"/>
		<updated>2013-09-20T23:32:31Z</updated>

		<summary type="html">&lt;p&gt;Shorr: /* Magma Safe Bricks? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==4 stone blocks out of 1 stone==&lt;br /&gt;
&lt;br /&gt;
Did anyone else notice, that as of 34_08 one stone is made into 4 stone blocks? Is this meant to happen or a bug?&lt;br /&gt;
[[User:Ashameron|Ashameron]] 18:42, 16 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Definitely intended.  You get 1/4 as many stones from mining, and each stone gives 4 blocks.  Also each ore stone gives 4 bars now. --[[User:Greycat|Greycat]] 19:18, 16 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you make furniture out of blocks, or is it still only stone? If it's the former, I might actually start running out of stone for furniture now... --[[User:Nyotor Lizardhammers|Nyotor Lizardhammers]] 21:17, 21 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can't make crafts or furniture out of blocks, but most fixed-location objects (walls, workshops, bridges, etc.) can be made from blocks.  -- [[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;]] 00:27, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma Safe Bricks?==&lt;br /&gt;
Can anyone say if ceramic blocks (bricks) are magma-safe? Does it depend on type of clay (earthenware/stoneware)? -- [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 21:08, 19 September 2013 (UTC)&lt;br /&gt;
:Well, I could not build a magma smelter with fire clay bricks, so the  answer is probably &amp;quot;No, they are not&amp;quot;. -- [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 23:32, 20 September 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Block&amp;diff=192783</id>
		<title>v0.34 Talk:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Block&amp;diff=192783"/>
		<updated>2013-09-19T21:08:08Z</updated>

		<summary type="html">&lt;p&gt;Shorr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==4 stone blocks out of 1 stone==&lt;br /&gt;
&lt;br /&gt;
Did anyone else notice, that as of 34_08 one stone is made into 4 stone blocks? Is this meant to happen or a bug?&lt;br /&gt;
[[User:Ashameron|Ashameron]] 18:42, 16 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Definitely intended.  You get 1/4 as many stones from mining, and each stone gives 4 blocks.  Also each ore stone gives 4 bars now. --[[User:Greycat|Greycat]] 19:18, 16 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you make furniture out of blocks, or is it still only stone? If it's the former, I might actually start running out of stone for furniture now... --[[User:Nyotor Lizardhammers|Nyotor Lizardhammers]] 21:17, 21 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can't make crafts or furniture out of blocks, but most fixed-location objects (walls, workshops, bridges, etc.) can be made from blocks.  -- [[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;]] 00:27, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma Safe Bricks?==&lt;br /&gt;
Can anyone say if ceramic blocks (bricks) are magma-safe? Does it depend on type of clay (earthenware/stoneware)? -- [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 21:08, 19 September 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Wear&amp;diff=180728</id>
		<title>v0.34 Talk:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Wear&amp;diff=180728"/>
		<updated>2013-01-31T23:53:58Z</updated>

		<summary type="html">&lt;p&gt;Shorr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rate ==&lt;br /&gt;
Has any experimentation been done to determine how fast clothes grow old? I have a huge number of xClothingx scattered all over my fort, so it seems to be pretty fast. I really wish they would wait until it was at least XClothingX to toss it. -- [[User:Qazmlpok|Qazmlpok]] 02:28, 2 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork==&lt;br /&gt;
Wait, since when do dwarves get unhappy thoughts from masterwork items wearing out? --[[User:Quietust|Quietust]] 14:59, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Value table ==&lt;br /&gt;
&lt;br /&gt;
The source for the table showing the degree of wear and the item's value was [http://www.bay12forums.com/smf/index.php?topic=113052.msg3440542#msg3440542 this forum post]. --[[User:Nagidal|Nagidal]] 18:56, 11 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
Sooo, does artifact clothing just not wear out? Or does it carry the risk of wearing out and negative thoughts when worn, too? --[[Special:Contributions/65.101.174.133|65.101.174.133]] 03:54, 14 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Refuse Stockpile==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All clothing and armor in a refuse stockpile will wear out.&amp;quot; - I think it is worth mentioning explicitly that the Refuse Stockpile is '''any''' stockpile with ''Refuse'' enabled, not just the stocks you designated as refuse when creating them. In my recent game I put wool and bones in my general stocks (both found under &amp;quot;refuse&amp;quot;), and got my piles of spare clothes and - DAMN!!! - masterwork steel armor pieces rotten in moments. [[User:Shorr|Shorr]] 23:53, 31 January 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Floodgate&amp;diff=180694</id>
		<title>v0.34:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Floodgate&amp;diff=180694"/>
		<updated>2013-01-30T20:19:41Z</updated>

		<summary type="html">&lt;p&gt;Shorr: Corrected the sequence in which a mechanic links a floodgate to a trigger. Could lead players to believe that non-magma-safe mechanisms should be selected first.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|12:39, 19 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as [[water]] or [[magma]]. They are operated by [[mechanism]]s such as [[lever]]s or [[pressure plate]]s which open and close them. When closed they behave like walls, but allow liquids, objects, and [[creatures]] to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from [[stone]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[metal]] (at a [[metalsmith's forge]]), or [[glass]] (at a [[glass furnace]]). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
In most situations, a raising [[bridge]] can be used in place of a floodgate, and provides a number of [[bridge#Floodgates|significant advantages]].&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and [[jail]] doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the [[water|usefulness]] of certain liquids and the [[magma|danger]] posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled [[irrigation]] for [[farm]]ing, or controlled [[flood]]ing for [[Trap_design#Water_traps|drowning]] [[elf|annoying]] [[goblin|visitors]].&lt;br /&gt;
&lt;br /&gt;
Floodgates also block the flow of liquid on the Z-axis as it is considered a wall when closed. This can be quite useful when built directly below a [[floor_grate| floor grate]] as this will allow you to quickly empty the liquid from the floor above without the danger of its [[goblin|precious content]] rummaging through your sewer system.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed [[orthogonal]]ly on a solid, '''''[[water depth|unflooded]]''''' floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary. A [[mechanic]] must then link up a [[lever]] or other triggering mechanism to the floodgate. This requires two [[mechanism]]s; the mechanic will haul one mechanism to the floodgate, work for a while, and then haul the other mechanism to the trigger to complete the task.&lt;br /&gt;
&lt;br /&gt;
To avoid trapping a dwarf on the wrong side of the floodgate it is building, build walls in the spaces you don’t want the dwarf in ({{k|b}}, {{k|C}}, {{k|w}}).  Then suspend the build order on those walls.  Once the floodgate is built, you can cancel the walls.&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, with a [[Trigger#On.2FOff_states|delay]], the floodgate will open. When the lever is pulled again, the floodgate will close, after same delay. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from [[sword]]s to [[sock]]s to [[stone]]s to scorpion [[corpse]]s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.&lt;br /&gt;
&lt;br /&gt;
==Magma control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed [[wall]] would, but when opened will be destroyed if they are not made from [[magma-safe|magma-safe materials]]. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Floodgates built on a constructed wall remain standing (and functional) even after that wall is removed, leading to an exploitable, free-floating building. {{Bug|0377}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Strange_mood&amp;diff=177232</id>
		<title>v0.34 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Strange_mood&amp;diff=177232"/>
		<updated>2012-08-29T06:57:02Z</updated>

		<summary type="html">&lt;p&gt;Shorr: /* Artifact not set before beginning of construction? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if the murder during a fell mood will now be reportet as crime and taken legal actions against it? --[[User:Kami|Kami]] 09:45, 2 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Produced Items==&lt;br /&gt;
Through a bit of disassembly diving, I've determined exactly what moody dwarves are capable of producing. All items have a 'probability' of 100 except when indicated otherwise (it randomly selects one of the entries, and if rand(100) is greater than the probability, it picks another one), and entries with &amp;quot;each&amp;quot; occur as individual items with their own weight, while &amp;quot;any&amp;quot; are a single entry with a collective (and limited to what your civilization is capable of making):&lt;br /&gt;
;Weaponsmith&lt;br /&gt;
:Any weapon, any trap component (10%)&lt;br /&gt;
;Armorsmith&lt;br /&gt;
:Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield&lt;br /&gt;
;Metalsmith&lt;br /&gt;
:Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section (10%), splint, crutch&lt;br /&gt;
;Metal crafter&lt;br /&gt;
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
;Jeweler or Glassmaker&lt;br /&gt;
:Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
;Mason or Miner&lt;br /&gt;
:Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
;Stone crafter, Wood crafter, or Engraver&lt;br /&gt;
:Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
;Mechanic&lt;br /&gt;
:Mechanism&lt;br /&gt;
;Carpenter&lt;br /&gt;
:Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
;Bowyer&lt;br /&gt;
:Each ranged weapon&lt;br /&gt;
;Leatherworker or Fell Mood&lt;br /&gt;
:Each leather-allowed body armor, each leather-allowed pants, each leather-allowed gloves, each leather-allowed shoes, each leather-allowed helm, any shield, bag, backpack, quiver, instrument&lt;br /&gt;
;Bone carver using Bone&lt;br /&gt;
:Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (10%)&lt;br /&gt;
;Bone carver using Shell&lt;br /&gt;
:Each shell-allowed body armor, each shell-allowed pants, each shell-allowed gloves, each shell-allowed shoes, each shell-allowed helm, figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
;Macabre mood claiming vermin remains as primary item&lt;br /&gt;
:Amulet, bracelet, earring&lt;br /&gt;
;Clothier&lt;br /&gt;
:Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, bag, rope&lt;br /&gt;
--[[User:Quietust|Quietust]] 16:23, 14 March 2012 (UTC)&lt;br /&gt;
:Are you certain that weaponsmith moods can lead to exotic weapons?  I've seen bowyers make exotic weapons, but I've never seen, not even in somebody's screenshot, an exotic melee weapon. -- [[User:Vasiln|Vasiln]] 00:38, 24 March 2012 (UTC)&lt;br /&gt;
::According to the code, it simply adds WEAPON:NONE as a possibility for weaponsmith moods - my guess is that it then goes through the same logic as with normal item creation to select a random subtype within the constraints of the current civilization. Moody bowyers explicitly permit each ranged weapon type, which is why 2/3 of all boywer moods give either a bow or a blowgun (unless, presumably, the dwarf had a preference for a particular type). --[[User:Quietust|Quietust]] 21:53, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've just located this function in version 0.23.130.23a, and it's almost exactly the same - it even had the '''same bug''' with metal/bone helmets (which was fixed in version 0.34.06). I also noticed that, in 23a, it would compare the candidates to the dwarf's Item preferences, and if any matched, it would randomly select one of the matching items - this would seemingly be the only case in which a moody weaponsmith (or bone carver) could produce a &amp;quot;foreign&amp;quot; weapon (assuming that dwarves can have preferences for foreign weapons, anyways). --[[User:Quietust|Quietust]] 21:21, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Accurate as of version 0.34.11. --[[User:Quietust|Quietust]] 00:52, 29 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fell Moods==&lt;br /&gt;
Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --[[User:Jimi12|Jimi12]]&lt;br /&gt;
&lt;br /&gt;
I've also seen this. --[[Special:Contributions/99.20.91.212|99.20.91.212]] 04:54, 14 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:So fix it.  That sentence is ''at least'' 4½ years old.  It was added to the .40d article on November 1, 2007, and that edit is labelled as being a 'copy from the archive wiki'.  I'm not surprised that it's wrong.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 13:27, 14 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantine cloth ==&lt;br /&gt;
&lt;br /&gt;
Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. [http://www.bay12forums.com/smf/index.php?topic=87753.0 An example.] 17:53, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Item Request ==&lt;br /&gt;
I have a dwarf currently laying claim to a craft workshop, possessed, and he's only requesting one material, bones. However, he took a stack of 24 bones and is now sat, demanding more, despite having plenty in a nearby stockpile. Any thoughts?&lt;br /&gt;
--[[User:Sepheris|Sepheris]] 16:45, 23 June 2012 (UTC)&lt;br /&gt;
:He probably wants more bones. A single stack, no matter how large, only counts as '''one''' item for moods. --[[User:Quietust|Quietust]] 17:16, 23 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Artifact not set before beginning of construction?==&lt;br /&gt;
The section 'Caveats' states that &amp;quot;''The item to be built is not set at the beginning of the mood. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact''&amp;quot;. In my experience, the result is always the same, no matter how many reloads and changes in base materials. If he's going to make you a stone jug, it's jug you'll get, whether from sandstone or native gold. The passage is therefore misleading and should be deleted from the article, in my opinion. [[User:Shorr|Shorr]] 21:08, 28 August 2012 (UTC)&lt;br /&gt;
:First of all, a moody dwarf can '''never''' make a stone jug - the above tables are accurate as of version 0.34.11, so no moody dwarf can ever produce a Tool (and jugs are tools). Second, are you '''absolutely''' certain that your moody dwarf does not have a '''preference''' for one of the items his mood permits him to create? Because if he does (and he only has one matching preference), then it's highly likely (probably 100% guaranteed, based on behavior from older versions) to produce that type of item. --[[User:Quietust|Quietust]] 00:12, 29 August 2012 (UTC)&lt;br /&gt;
::I did some more experimentation. Yes, you are right, most of my moody dwarves did have a preference for the items they created. I was just so angry at them giving me cabinets and weapon racks when I needed grates and hatch covers that I thought of some useless item, like a jug. Now when I got another dwarf with no such preference, she did produce me different item types after reloads (the name of all the artifacts still was the same, curiously :-)). Sorry for the irrelevant comment and thanks for the corrections to the article - this will clarify things for newbees like me :-) [[User:Shorr|Shorr]] 06:57, 29 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Strange_mood&amp;diff=177219</id>
		<title>v0.34 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Strange_mood&amp;diff=177219"/>
		<updated>2012-08-28T21:08:14Z</updated>

		<summary type="html">&lt;p&gt;Shorr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if the murder during a fell mood will now be reportet as crime and taken legal actions against it? --[[User:Kami|Kami]] 09:45, 2 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Produced Items==&lt;br /&gt;
Through a bit of disassembly diving, I've determined exactly what moody dwarves are capable of producing. All items have a 'probability' of 100 except when indicated otherwise (it randomly selects one of the entries, and if rand(100) is greater than the probability, it picks another one), and entries with &amp;quot;each&amp;quot; occur as individual items with their own weight, while &amp;quot;any&amp;quot; are a single entry with a collective (and limited to what your civilization is capable of making):&lt;br /&gt;
;Weaponsmith&lt;br /&gt;
:Any weapon, any trap component (10%)&lt;br /&gt;
;Armorsmith&lt;br /&gt;
:Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield&lt;br /&gt;
;Metalsmith&lt;br /&gt;
:Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section (10%), splint, crutch&lt;br /&gt;
;Metal crafter&lt;br /&gt;
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
;Jeweler or Glassmaker&lt;br /&gt;
:Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
;Mason or Miner&lt;br /&gt;
:Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
;Stone crafter, Wood crafter, or Engraver&lt;br /&gt;
:Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
;Mechanic&lt;br /&gt;
:Mechanism&lt;br /&gt;
;Carpenter&lt;br /&gt;
:Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
;Bowyer&lt;br /&gt;
:Each ranged weapon&lt;br /&gt;
;Leatherworker or Fell Mood&lt;br /&gt;
:Each leather-allowed body armor, each leather-allowed pants, each leather-allowed gloves, each leather-allowed shoes, each leather-allowed helm, any shield, bag, backpack, quiver, instrument&lt;br /&gt;
;Bone carver&lt;br /&gt;
:Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (10%)&lt;br /&gt;
;Macabre mood claiming vermin remains as primary item&lt;br /&gt;
:Amulet, bracelet, earring&lt;br /&gt;
;Clothier&lt;br /&gt;
:Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, bag, rope&lt;br /&gt;
--[[User:Quietust|Quietust]] 16:23, 14 March 2012 (UTC)&lt;br /&gt;
:Are you certain that weaponsmith moods can lead to exotic weapons?  I've seen bowyers make exotic weapons, but I've never seen, not even in somebody's screenshot, an exotic melee weapon. -- [[User:Vasiln|Vasiln]] 00:38, 24 March 2012 (UTC)&lt;br /&gt;
::According to the code, it simply adds WEAPON:NONE as a possibility for weaponsmith moods - my guess is that it then goes through the same logic as with normal item creation to select a random subtype within the constraints of the current civilization. Moody bowyers explicitly permit each ranged weapon type, which is why 2/3 of all boywer moods give either a bow or a blowgun (unless, presumably, the dwarf had a preference for a particular type). --[[User:Quietust|Quietust]] 21:53, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've just located this function in version 0.23.130.23a, and it's almost exactly the same - it even had the '''same bug''' with metal/bone helmets (which was fixed in version 0.34.06). I also noticed that, in 23a, it would compare the candidates to the dwarf's Item preferences, and if any matched, it would randomly select one of the matching items - this would seemingly be the only case in which a moody weaponsmith (or bone carver) could produce a &amp;quot;foreign&amp;quot; weapon (assuming that dwarves can have preferences for foreign weapons, anyways). --[[User:Quietust|Quietust]] 21:21, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fell Moods==&lt;br /&gt;
Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --[[User:Jimi12|Jimi12]]&lt;br /&gt;
&lt;br /&gt;
I've also seen this. --[[Special:Contributions/99.20.91.212|99.20.91.212]] 04:54, 14 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:So fix it.  That sentence is ''at least'' 4½ years old.  It was added to the .40d article on November 1, 2007, and that edit is labelled as being a 'copy from the archive wiki'.  I'm not surprised that it's wrong.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 13:27, 14 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantine cloth ==&lt;br /&gt;
&lt;br /&gt;
Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. [http://www.bay12forums.com/smf/index.php?topic=87753.0 An example.] 17:53, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Item Request ==&lt;br /&gt;
I have a dwarf currently laying claim to a craft workshop, possessed, and he's only requesting one material, bones. However, he took a stack of 24 bones and is now sat, demanding more, despite having plenty in a nearby stockpile. Any thoughts?&lt;br /&gt;
--[[User:Sepheris|Sepheris]] 16:45, 23 June 2012 (UTC)&lt;br /&gt;
:He probably wants more bones. A single stack, no matter how large, only counts as '''one''' item for moods. --[[User:Quietust|Quietust]] 17:16, 23 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Artifact not set before beginning of construction?==&lt;br /&gt;
The section 'Caveats' states that &amp;quot;''The item to be built is not set at the beginning of the mood. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact''&amp;quot;. In my experience, the result is always the same, no matter how many reloads and changes in base materials. If he's going to make you a stone jug, it's jug you'll get, whether from sandstone or native gold. The passage is therefore misleading and should be deleted from the article, in my opinion. [[User:Shorr|Shorr]] 21:08, 28 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Shorr</name></author>
	</entry>
</feed>