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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-12T23:50:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smelting&amp;diff=19989</id>
		<title>40d Talk:Smelting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smelting&amp;diff=19989"/>
		<updated>2008-09-17T23:39:28Z</updated>

		<summary type="html">&lt;p&gt;Skanky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does the melt option for items work, If I set things to melt and pick melt and item for the smelter it just seems to ignore it and pick ones I haven't marked. But if it works like dump I have no idea how to set a zone for it. --[[User:Shades|Shades]] 17:37, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Really? mine only melts the items I checked, at least the last time I checked. (I hope). Perhaps it is a bug. --[[User:Soyweiser|Soyweiser]] 07:11, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
While on the topic of melting, the page should link to http://www.dwarffortresswiki.net/index.php/Melt_item somewhere. [[User:Skanky|Skanky]] 19:39, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiple Bars ===&lt;br /&gt;
&lt;br /&gt;
Anyone else notice that when you smelt a multiple bar ore you alwas get the copper in the case of galenga? Perhaps the same is true for tetrdite. At the moment it looks like you get only one bar, while you have a chance for to. At least in my experience. --[[User:Soyweiser|Soyweiser]] 07:11, 7 November 2007 (EST)&lt;br /&gt;
:Perhaps you might be right.  It does not say if you have a chance to get lead in the case of Galena, or if you have a chance to get copper with Tetrahedrite.  It may be you always get these bars, and have a chance at a second bar.  I will have to check but I didn't look too closely at the time that I did this.--[[User:Chthon|Chthon]] 12:05, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Just confirmed it, the silver is the addition. The other ones are always generated. Just like the ores say ingame. --[[User:Soyweiser|Soyweiser]] 15:18, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Word Choice===&lt;br /&gt;
&amp;quot;Note that galena smelted alone often produces lead which is only used in producing lay pewter, a low quality ore&amp;quot;&lt;br /&gt;
Pewter != ore. I would have fixed it, but I'm not sure of the proper wording. [[User:Mephisto|Mephisto]] 09:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Page disconnection===&lt;br /&gt;
Has anyone noticed that this page seems to have been disconnected from the rest of the wiki at this moment?  If someone knows where I can find a link to it, I'd appreciate it.  I only linked where I did because that was where the old wiki had this kind of information. --[[User:Chthon|Chthon]] 12:07, 7 November 2007 (EST)&lt;br /&gt;
:I added a few links here and there and put this in the guide category.--[[User:RaSchumann|RaSchumann]] 14:57, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===20% and 50%===&lt;br /&gt;
does this mean once i smelt 5 (or 2) of these bars i will get 1 of that bar or there is a 50/20% chance of getting that bar as well as the other one&lt;br /&gt;
:I'm curious about this too. It says smelting tetrahedrite has a 20% chance of silver and a 100% chance of copper. These numbers don't add up. What gives? --[[User:GreyMario|GreyMario]] 17:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Added Tutorial===&lt;br /&gt;
I added a tutorial for smelting and I am adding links to here. --[[User:RaSchumann|RaSchumann]] 18:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pig Iron and Steel at a Normal Smelter ==&lt;br /&gt;
&lt;br /&gt;
Due to some confusion over at the [[Steel]] page, I re-tested with a magma smelter and normal smelter. Both use the same amount of coke/charcoal. I've added a minor note to the table, and reworded about the magma smelter. [[User:Blackcat|Blackcat]] 07:33, 28 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blacksmith&amp;diff=28426</id>
		<title>40d:Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blacksmith&amp;diff=28426"/>
		<updated>2008-08-02T10:27:11Z</updated>

		<summary type="html">&lt;p&gt;Skanky: Adjusted incorrect cost of bars to smith furniture. Costs on metalsmith page are correct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Metalsmith&lt;br /&gt;
| speciality = Blacksmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = Blacksmithing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct [[furniture]]&lt;br /&gt;
* Forge [[Cage]]&lt;br /&gt;
* Forge [[Bucket]]&lt;br /&gt;
* Forge [[Bin]]&lt;br /&gt;
* Forge [[Barrel]]&lt;br /&gt;
* Forge [[Pipe Section]]&lt;br /&gt;
* Forge [[Anvil]]&lt;br /&gt;
 | workshop = &lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''blacksmith''' makes [[furniture]], [[bucket]]s, [[bin]]s, [[block]]s, [[cage]]s and [[anvil]]s at a [[Metalsmith's forge]].  Although [[chain]]s are listed under the &amp;quot;furniture&amp;quot; menu, chains are made by [[metal crafter]]s.&lt;br /&gt;
&lt;br /&gt;
Confusingly, the skill a blacksmith uses is called &amp;quot;Metalsmith&amp;quot; when viewing the list of experienced skills a dwarf possesses, but &amp;quot;Blacksmithing&amp;quot; on the list of labours.&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires 3 bars to forge except for chains, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43273</id>
		<title>40d:Defense guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43273"/>
		<updated>2008-07-22T02:57:07Z</updated>

		<summary type="html">&lt;p&gt;Skanky: /* General Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Protecting your fortress from intruders is a complex task. There's a variety of threats to consider, and many ways to counter them. &lt;br /&gt;
&lt;br /&gt;
=General Guidelines=&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong distinction between inside and outside. This usually corresponds to underground and surface, but not always. Each point of contact needs to be hardened against attack. Don't make more entrances than necessary. If there is a useless opening, wall it off.&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' One wall may not be enough. With the existence of door-destroying and bow-wielding attackers, a double wall between the inside and the outside is essential to fend off the worst assaults. The choke points between the circles are where you build traps and doors. Station troops between the walls. &lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up. Plan on being [[siege]]d by hordes of [[goblin]] archers, [[troll]]s, [[kobold]] master thieves, [[giant eagle]]s, angry [[elephants]], and a [[bronze colossus]] all at once. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet.&lt;br /&gt;
&lt;br /&gt;
=Threats=&lt;br /&gt;
&lt;br /&gt;
==Wild animals==&lt;br /&gt;
The first, and easiest, threat you will have to deal with is the local wildlife. [[Animal]]s are easily excluded by the humble [[door]] or [[hatch]], even if it's not [[forbidden]]. [[Elephant]]s are not nearly as aggressive as they were in the days of [[Boatmurdered]]. &lt;br /&gt;
&lt;br /&gt;
With [[cage]] [[trap]]s and an [[animal trainer]] (or [[Dungeon master]]) animals can be useful. Dwarves love [[zoo]]s, merchants will gladly take your caged animals, and they provide a [[food]] source in times of need. &lt;br /&gt;
&lt;br /&gt;
==Thieves &amp;amp; snatchers==&lt;br /&gt;
Any creature with a career title of [[thief]] or master thief has a few nasty abilities. First, they are invisible until spotted by your dwarves or tame [[animal]]s. When spotted, there's an [[alert]] message, either &amp;quot;Protect the hoard!&amp;quot; or &amp;quot;Protect the children!&amp;quot; depending on the type of thief. Second, they can open [[forbidden]] [[door]]s. Not just for themselves either, the door stays open until a military dwarf &amp;quot;secures&amp;quot; the door, allowing any random creature to walk in. This can be a nasty surprise for players who aren't expecting it. Third, they bypass your [[trap]]s. Thankfully, they don't disarm them the way they neutralize doors. This trap avoidance isn't perfect, there's some element of luck involved, and kobold thieves seem to be a lot better at it than goblins. A thief caught in a cage trap will be revealed automatically, even if no dwarf is in sight of the trap. Last of all, they make dangerous prisoners. Unlike military captives, thieves will break free and attack if you attempt to transfer or [[pit]] them.&lt;br /&gt;
&lt;br /&gt;
==Ambushes==&lt;br /&gt;
An [[ambush]] is a small number of enemies (less than ten) that are invisible until spotted, like thieves, but somewhat easier to detect. The alert message is &amp;quot;An ambush! Curse them!&amp;quot; They skulk around the outside of your fortress, looking for a target of opportunity. They will often attack [[caravan]]s as they move to your depot. Ambushers have random weapons, and typically have a leader (with a career title of &amp;quot;guard&amp;quot;) with a different weapon from the rest. &lt;br /&gt;
&lt;br /&gt;
If you have [[woodcutter]]s or [[hunter]]s roaming the surface, they are likely to be the first to encounter the ambush. This can provide a kind of early alert system, but you'll lose a few of them.&lt;br /&gt;
&lt;br /&gt;
==Sieges==&lt;br /&gt;
A siege is a large number of attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot; While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. A siege can be lead by a leader figure, often a master warrior. Goblin siegers sometimes bring along creatures such as [[troll]]s or [[beak dog]]s. &lt;br /&gt;
&lt;br /&gt;
==Enemy archers==&lt;br /&gt;
Attackers with [[bow]]s or [[crossbow]]s are much, much more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Advanced techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
==Building destroyers==&lt;br /&gt;
Some creatures have BUILDINGDESTROYER [[creature tokens]] in the data files. This gives them the fearful capacity of tearing apart your doors and bridges. Trolls have this ability, as do some megabeasts. This doesn't allow creatures to knock down constructed walls. &lt;br /&gt;
&lt;br /&gt;
==Flying animals==&lt;br /&gt;
Currently, the only flying creatures are wild animals, like the [[giant eagle]]. Be aware. &lt;br /&gt;
&lt;br /&gt;
==Megabeasts==&lt;br /&gt;
A [[megabeast]] appears alone, with an alert message that mentions the beast by name. These creature are quite powerful. Approach with caution. &lt;br /&gt;
&lt;br /&gt;
==Death from below==&lt;br /&gt;
There are threats below the surface as well as above. If you breach a [[chasm]], underground [[river]] or lake, wild [[animal]]s and hostile [[humanoid]]s will occasionally emerge to attack your dwarves. They rarely attack in numbers, and can usually be defeated by ordinary traps and doors. &lt;br /&gt;
&lt;br /&gt;
Underground threats may be more common in future versions. Underground roads may allow other [[civilization]]s to siege you from below. {{version|0.28.181.39c}}&lt;br /&gt;
&lt;br /&gt;
=Elements=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
The core of any defense plan is the soldiers. A [[sparring|trained]], [[weapon|armed]], and [[armor]]ed [[military]] is the only way to bring the fight to the enemy. Keeping them in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food and water. They will each need a [[waterskin]] (or [[flask]]) and a [[backpack]]. This keeps your soldiers from wandering off to eat and drink. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed.&lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent cave adaption in your military. You can use an [[archery target]] this way, too. &lt;br /&gt;
&lt;br /&gt;
==Doors and hatches==&lt;br /&gt;
The most obvious way to keep any enemy out is with a [[door]].  You can [[forbid]] doors to keep humanoid enemies out, and your dwarves in. Outer doors can be closed against animals, to keep beloved [[pet]]s from wandering into enemy fire. A [[floor hatch]] is just a vertical door.&lt;br /&gt;
&lt;br /&gt;
==Walls==&lt;br /&gt;
Constructing walls around your entrance is an essential part of fortress defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To protect against that, build fortifications. &lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
Fortifications block movement, and allow some missiles to pass through. Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no miss chance if the firer is adjacent to the fortification. Keep your marksdwarves close and keep enemies away. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. &lt;br /&gt;
&lt;br /&gt;
==Moats and bridges==&lt;br /&gt;
A retractable [[bridge]] over a [[moat]] is an almost airtight defense. The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire. There are two important things to remember: Always build the bridge to raise towards the ''inside''. The [[lever]] has to be pulled by a civilian, not a soldier. &lt;br /&gt;
&lt;br /&gt;
The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an escape rout out of your moat, make sure is leads to the outside, and is barred by a door (at least). &lt;br /&gt;
&lt;br /&gt;
A moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow area. &lt;br /&gt;
&lt;br /&gt;
A drawbridge without a moat is just a big remote control door. This doesn't work with retracting bridges!&lt;br /&gt;
&lt;br /&gt;
==Remote control doors==&lt;br /&gt;
If you link a [[lever]] to a door, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. It's unknown if thieves can open a door once it's linked. &lt;br /&gt;
&lt;br /&gt;
A [[floodgate]] can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves. &lt;br /&gt;
&lt;br /&gt;
A [[hatch cover]] can also be used this way. &lt;br /&gt;
&lt;br /&gt;
As mentioned, a drawbridge works as a door&lt;br /&gt;
&lt;br /&gt;
You can use automate a door by using a [[pressure plate]] instead of a lever, but there are many complications there. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
The most reliable way to stop intruders is lots of [[trap]]s. A thief's trap avoidance is subject to chance. A line of traps can wipe out an ambushes entirely, and inflict a lot of damage on a siege. &lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to your fort's defenses at the same time. Surround every intersection and stairway. &lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
A very strong type of trap. Maybe even too strong. Currently, even a wooden or glass [[cage]] can hold indefinitely any creature, even trolls and megabeasts. Also, a cage trap never fails. A large creature can shrug off damage from a stone or weapon trap, but nothing can escape from a cage. Use cage traps as your outermost traps to catch the occasional wandering animal. A wounded [[elephant]] or [[unicorn]] in your front courtyard is not good at all. &lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
The gold standard of traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
Using [[crossbow]]s in weapon traps avoids the problem of jamming, but they must be loaded (and re-loaded) with [[ammo]]. &lt;br /&gt;
&lt;br /&gt;
==Guard animals==&lt;br /&gt;
[[Chain]]ed animals are sentries, not fighters. Most animals aren't strong enough to take more than one goblin warrior. Enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, a cat is fine. Don't use something useful, like a war dog. Put animals in narrow corridors, in places where enemy archers can't see them. &lt;br /&gt;
&lt;br /&gt;
==Siege engines==&lt;br /&gt;
[[Siege engine]]s are not very useful in the current edition. Catapults are only useful for training and stone disposal. Ballistas are deadly, but fire expensive ammunition, and hit both friend and foe alike. &lt;br /&gt;
&lt;br /&gt;
Remember that [[siege operator]]s are civilians. Fortunately, siege engines can fire through fortifications, just like normal projectiles. &lt;br /&gt;
&lt;br /&gt;
==Turrets==&lt;br /&gt;
Build a tower that's sealed off, so that the only access is from the tunnels below. Carve fortifications on the second or third floor, so your dwarves can fire out. For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], and [[dining room]] in or near the turret. &lt;br /&gt;
&lt;br /&gt;
===Siege engine turrets===&lt;br /&gt;
If it's big enough, build a siege engine inside a turret. The device needs to be on ground level. Only a single tile of fortifications is needed to fire through the wall. You may want to build a moat or secondary wall to keep enemies at a distance. Build the tower in line to fire parallel your outer wall or moat, where invaders tend to congregate. Since [[siege operator]]s are civilians, the &amp;quot;dwarves stay underground&amp;quot; order must be off. &lt;br /&gt;
&lt;br /&gt;
=Considerations=&lt;br /&gt;
&lt;br /&gt;
==Civilians stay underground==&lt;br /&gt;
This setting, in the [[orders and options]] menu is the easiest way to keep your non-military dwarves out of sight of the enemy. It is far from perfect, as dwarves will do the &amp;quot;entrance dance.&amp;quot; They will attempt to leave the fortress, and only cancel jobs once they reach the surface. &lt;br /&gt;
&lt;br /&gt;
It takes a truly airtight fortress to turn this setting off while there are still enemies outside. It's only safe to turn this setting off once the drawbridges and such have sealed off your fortress entirely. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it. &lt;br /&gt;
&lt;br /&gt;
* '''Screen the entrance.''' Build a simple wall around your entryway. This will keep your dwarves safe from enemy fire while doing the entrance dance. &lt;br /&gt;
&lt;br /&gt;
* '''Seal the entrance.''' Prevents the entry dance, but also blocks your soldiers, which can trap them underground. &lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can delete your stockpiles. Dwarves don't haul things if there's no [[stockpile]] to place them in. Turning off or removing [[coffin]]s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles. &lt;br /&gt;
&lt;br /&gt;
==Lever room==&lt;br /&gt;
Be careful where you place the levers controlling your drawbridge. Or any lever at all, for that matter. Make sure that the entire path to each lever is [[underground]] or your dwarves might keep canceling the &amp;quot;pull lever&amp;quot; job. You can test this during peacetime, too. &lt;br /&gt;
&lt;br /&gt;
==Trade depot==&lt;br /&gt;
Factoring in access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants do reveal ambushes, and they can arrive in the middle of a [[siege]]. &lt;br /&gt;
&lt;br /&gt;
[[Wagon]]s need a three tile wide path to the depot. You will probably want to build the depot underground, so civilian dwarves can access the depot. Wagons can't use stairs, so you need a three-tile [[ramp]], unless you can dig into the face of a cliff. &lt;br /&gt;
&lt;br /&gt;
==Airlock defenses/buffer zone==&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge and open the inner one. Once there's no enemies left in the buffer zone, your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat. &lt;br /&gt;
&lt;br /&gt;
==Civilians trapped outdoors==&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy. Having more than one entrance can be useful here, but that presents other difficulties.  &lt;br /&gt;
&lt;br /&gt;
==Branching corridors==&lt;br /&gt;
Enemies will take the most direct path to your fortress. You can use this to your advantage. Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
This isn't a perfectly reliable method, but surprisingly effective. &lt;br /&gt;
&lt;br /&gt;
===Goblin control===&lt;br /&gt;
Taking advantage of pathfinding AI is a whole guide in itself. Try leaving a door un-forbidden during an attack. When the bad guys approach the door, forbid it, and the enemy will wander off. Unlock it again, and they turn around and head back towards the door again. You can get enemies to march back and forth over a set of traps this way. This might count as an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
==Water sources==&lt;br /&gt;
Access to [[water]] can be important. Wounded dwarves need water, so if there's not an underground water source, you'll loose valuable soldiers to thirst. Try to have a [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=43238</id>
		<title>40d:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=43238"/>
		<updated>2008-07-12T10:36:48Z</updated>

		<summary type="html">&lt;p&gt;Skanky: /* Basic well */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[well]] is an important part of any fortress. It gives you a source of [[water]] that doesn't dry up or freeze. It's indoors, so there's no threat from [[carp]], [[goblins]], or [[animal]]s. You can even use it safely during a [[siege]]. Using it provides your dwarves with happy [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
Wells can be intimidating to build. Draining water from the surface can flood your fortress if you aren't careful. This guide tells you how to a well by draining a [[pond]]. Draining from moving water, like a [[brook]] or [[stream]], is not recommended. That requires a [[reservoir]], since there's an unlimited supply of water entering the map. &lt;br /&gt;
&lt;br /&gt;
To build a well you will need a [[chain]] (which may be a rope!), a [[bucket]] and a [[mechanism]].&lt;br /&gt;
==Basic well==&lt;br /&gt;
&lt;br /&gt;
1. Mine a one-square wide tunnel to a place near the pond to be drained. &lt;br /&gt;
&lt;br /&gt;
 ~######&lt;br /&gt;
 ~#+++++&lt;br /&gt;
 ~######&lt;br /&gt;
&lt;br /&gt;
2. Figure out how many squares of water are in the pond. You will need the same number of empty tiles below your well. Stairs do count as empty. The well does not need to be on the same level as the water. Building below this level will make ??&lt;br /&gt;
&lt;br /&gt;
3. Channel though the floor the the end of the tunnel. Your well will be on this tile, or directly below it. &lt;br /&gt;
&lt;br /&gt;
4. Dig a staircase down, just behind the channel. &lt;br /&gt;
&lt;br /&gt;
 ~########&lt;br /&gt;
 ~#.&amp;gt;+++++&lt;br /&gt;
 ~########&lt;br /&gt;
&lt;br /&gt;
5. Repeat this stair and channel pattern as far down as you need. If in doubt, make it a level deeper than you need. &lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 ##.X#&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
6. If you run out of depth, just make the bottom wider. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #+++#&lt;br /&gt;
 #+.X#&lt;br /&gt;
 #+++#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
7. Almost ready to drain the lake! Check for any leaks. You might want to place a door behind the channel, as a precaution. &lt;br /&gt;
&lt;br /&gt;
8. From the surface, channel through the last square separating the pond from the tunnel. Wait for all the water to drain into the well.&lt;br /&gt;
&lt;br /&gt;
9. Build the well. You can make it anywhere above the water surface. You might want to widen the tunnel so more dwarves can access the well at once.       &lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 #+++##&lt;br /&gt;
 Do++D+&lt;br /&gt;
 #+++##&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
10. Install a door to seal off the dry lake. (Or use a wall, but this might cause a dwarf to trap himself in the lake bed.)&lt;br /&gt;
&lt;br /&gt;
==Style points==&lt;br /&gt;
&lt;br /&gt;
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. The well has to be in a stone layer, not soil.&lt;br /&gt;
&lt;br /&gt;
* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #.OX#&lt;br /&gt;
 #####&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Efficient_gameplay&amp;diff=36206</id>
		<title>40d Talk:Efficient gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Efficient_gameplay&amp;diff=36206"/>
		<updated>2008-01-29T01:35:24Z</updated>

		<summary type="html">&lt;p&gt;Skanky: New page: Added tip on holding shift down when moving cursor around. It can probably be tidied up a bit --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added tip on holding shift down when moving cursor around. It can probably be tidied up a bit --[[User:Skanky|Skanky]] 20:35, 28 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Efficient_gameplay&amp;diff=32123</id>
		<title>40d:Efficient gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Efficient_gameplay&amp;diff=32123"/>
		<updated>2008-01-29T01:34:39Z</updated>

		<summary type="html">&lt;p&gt;Skanky: /* General tips and tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers ways to accomplish game tasks in fortress mode faster and with less effort.  The interface of Dwarf Fortress is in alpha, but it - if you give it a little help - can become far less cumbersome then it appears at first glance.  If a way to save time is non-obvious to even a single person, it should be mentioned here.&lt;br /&gt;
&lt;br /&gt;
==General tips and tricks==&lt;br /&gt;
* When dumping lots of objects, it often saves time to use the stocks menu instead of marking objects from the fortress view.&lt;br /&gt;
* The manager screen (type 'm' when viewing the job screen) is a good way to speed up workshop assignments.  Jobs are generated automatically until the task is complete.  Requires a manager with enough free time to authorize tasks.&lt;br /&gt;
* The designation menu and the actual selection of tiles are both mouse-capable, which is especially helpful when laying out fancy rooms and patterned designs.  Left-click designates a tile or chooses a new menu option; right-click moves the cursor.&lt;br /&gt;
* When ordering production at a workshop, type 'r' to have the object made repeatedly; adding multiple items and putting them all on repeat will have them do a repeating cycle.&lt;br /&gt;
* If an interface uses '+' and '-' to scroll, then it will use '*' and '/' to scroll quickly.  If an interface uses up arrow/8 and down arrow/2 to scroll, then it will use PgUp/9 and PgDn/3 to scroll quickly.&lt;br /&gt;
* When moving the cursor around, hold shift and the direction to move 10 spaces rather than 1.&lt;br /&gt;
&lt;br /&gt;
==External programs==&lt;br /&gt;
Players of DF have provided several utilities to help you manage your fortress and organize your dwarves.  Once you start using aids like [[Utilities#Dwarf_Foreman|Dwarf Foreman]], you'll wonder how you ever managed to get by without.  Utilities are generally updated shortly after a new version appears.&lt;br /&gt;
[[Utilities|Utilities page]]&lt;br /&gt;
&lt;br /&gt;
==Macros and keymaps==&lt;br /&gt;
Dwarf Fortress has no internal macro/keymap system, but cooperates well with an external utility called AutoHotKey.  Many keyboard-intensive tasks can be made less painful with a custom script.  [[Macros_and_Keymaps|Macros and keymaps]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10548</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10548"/>
		<updated>2008-01-28T08:14:37Z</updated>

		<summary type="html">&lt;p&gt;Skanky: Old data still in page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Walls with ore or gems cannot be smoothed, much less detailed.&amp;quot; Is this still true? I'd heard that smoothing/engraving of ore veins is now possible. And yet again, I can't test because I'm reading the wiki at work while waiting for a database query to finish... &amp;gt;_&amp;gt; --[[User:Alfador|Alfador]] 17:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I deleted the comment about not being able to smooth ore or gems, because you CAN in this version (they all count as different types of rocks). Boo whoever copy pasted the article without looking at it.&lt;br /&gt;
&lt;br /&gt;
::what was the point in aechiving old wiki if people are going to copy and paste, please people if you are going to copy paste thourghly read the article to ensure all info is correct, i didnt read past this so there may be more but rooms are no longer diamonds, this is somehing really obvious and should have been picked up on by whoever copy pasted it otherwise we may as well stick with edditing old wiki. [[User:Thatguyyaknow|Thatguyyaknow]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is there a way to check what price a room currently has without counting it yourself? Just wanted to know if I counted right. --[[User:Mizipzor|Mizipzor]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::if the economy has started you might be able to, past that though probably not :( --[[User:Frostedfire|Frostedfire]] 18:17, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My dwarves' thoughts have lately included reference to dining in a &amp;quot;legendary&amp;quot; dining room, but the best one I currently have is listed as &amp;quot;Fine&amp;quot; when I assign it to someone.  Does this correspond directly to the value of the room (I intend to bring it up to Royal to find out) or is there something else at work there? [[User:Dolohov|Dolohov]] 10:55, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a proper closed bedroom in silty clay loam. There is a masterpiece bed in that room. The price of the bed is 120. The rental cost of the room is 99. Most (all?) other bedrooms also have their rental cost less then the sum of the furniture values. There could be 2 explanations: &lt;br /&gt;
1) rental cost is not exactly equal to the room value in this version.&lt;br /&gt;
2) the way room value is calculated is substantially different from the previous version.&lt;br /&gt;
--[[User:Another|Another]] 11:56, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
:''As a bonus, a single chest, cabinet, armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#009900;&amp;quot;&amp;gt;000173 ▪ (0.22.120.23a) [dwarf mode][nobles]   if you have a noble claim the same item with three of their rooms, it'll count three times in their holdings number&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Am I reading the changelog right? It looks like this bug was fixed in 23a. --[[User:Jackard|Jackard]] 02:31, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In that same section, it states that the value of a shared room is quartered. I've seen several times on the forum that the value of a shared room is only halved. This should be checked as well.  --[[User:Skanky|Skanky]] 03:14, 28 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26449</id>
		<title>40d Talk:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26449"/>
		<updated>2008-01-04T07:46:15Z</updated>

		<summary type="html">&lt;p&gt;Skanky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Operational Magma Depth ==&lt;br /&gt;
&lt;br /&gt;
More specifically, &amp;quot;nearby&amp;quot; means that at least one of its eight edge squares hangs over a hole which has magma at a depth of at least 4 on the level below. &amp;lt;br /&amp;gt;&lt;br /&gt;
:Verify - I've got a magma forge at the moment over 3 lava squares and it's not working, while the smelter next to it is. I think the building has to have at least one of those red circles over lava. Juckto 15:48, 14 November 2007 (EST)&lt;br /&gt;
::Sorry for moving this comment off the actual page, but this sort of thing is supposed to go in Talk. Anyway, I'm 100% certain of this information. &lt;br /&gt;
::Firstly, you're wrong about the &amp;quot;building has to have at least one red circle over lava&amp;quot; bit; the game explicitly says &amp;quot;At least one of the eight boundary squares must be over lava&amp;quot; when a magma building is not operational, and I've built a working magma forge whose upper-left corner is the only part over magma.&lt;br /&gt;
::Secondly, I built a tube to get magma over to my mineral deposits, on the other side of the map. I built a bunch of smelters and a couple of magma forges over it, and noticed that eventually they started flickering on and off. When I looked underneath, I saw that the entire tube in the area was at a depth of three or four, and the depths were shifting around like they do in water. The workshops only turned on when the depth under their open square was four.&lt;br /&gt;
::It's possible that if a magma workshop has more than one open area, the depth required to operate it is reduced. I wouldn't know. [[User:Tacroy|Tacroy]] 18:55, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Juckto, make sure the building is built over a channel square with lava in it, there actually needs to be a hole in the ground for the forges to operate. I didn't realise this at first and had to reassemble my workshops after some digging. [[User:Jimphraxia|Jimphraxia]] 12:17, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ive been having some problems with my magma forge...my glass to like when a give then a task they wont do it but it wont leave a message telling that they cancel it it just stops i watch them and they bring the material over to it and then walk away like they did it...(rock n rat)nov 20&lt;br /&gt;
:Please learn the following things:&lt;br /&gt;
:*Punctuation&lt;br /&gt;
:*Grammar&lt;br /&gt;
:*Capitalization&lt;br /&gt;
:*Proper sentences&lt;br /&gt;
:And then rewrite your question. It's very hard to understand right now. Also, you didn't properly sign your comment (please use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; instead of manually typing it out). --[[User:GreyMario|GreyMario]] 16:18, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think he's saying that dwarves haul materials to the magma forge and then stop. Probably a result of hunger/thirst/sleep cancellation-they haul the stuff, then decide they're too hungry to work. By the time they get back, some enterprising hauler has dragged the gold bars halfway across the fortress for some reason, and he'll be lucky to drag the heavy bars back before he gets tired again. -[[User:Kefkakrazy|Kefkakrazy]] 01:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know the floor plan on this work shop?  It is the last one I haven't added. --[[User:DeadMilkman|DeadMilkman]] 23:49, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think he's saying that dwarves haul materials to the magma forge and then stop. Probably a result of&lt;br /&gt;
&lt;br /&gt;
Floor plan added --[[User:Skanky|Skanky]] 4 January 2008&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Magma_forge&amp;diff=33864</id>
		<title>Template:Floor Plan Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Magma_forge&amp;diff=33864"/>
		<updated>2008-01-04T07:43:19Z</updated>

		<summary type="html">&lt;p&gt;Skanky: New page: {{Floor Plan|#0f0|#0f0|#0f0|#070|#0f0|#070|#0f0|#0f0|#0f0}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Floor Plan|#0f0|#0f0|#0f0|#070|#0f0|#070|#0f0|#0f0|#0f0}}&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9718</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9718"/>
		<updated>2007-12-01T02:10:18Z</updated>

		<summary type="html">&lt;p&gt;Skanky: /* Demands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|v0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[carp]]s!'''&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within three months or so, they will go [[Strange Mood#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: &amp;quot;possessed&amp;quot; dwarves will create an artifact but gain no skill from it).&lt;br /&gt;
&lt;br /&gt;
== Strange-mood behavior ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and &amp;quot;claim&amp;quot; it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest &amp;quot;trade&amp;quot; [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]].  &lt;br /&gt;
&lt;br /&gt;
Most farming-, fishing-, trapping-, and combat-related skills (grower, thresher, brewer, fish cleaner, animal trainer, axedwarf, etc.) do not count as &amp;quot;trade&amp;quot; skills (although Tanners can enter strange moods, and will take over a [[tanner's shop]]).&lt;br /&gt;
&lt;br /&gt;
Active [[soldiers]] can enter a strange mood if they have any trade skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.&lt;br /&gt;
&lt;br /&gt;
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest trade skill will dictate which workshop you should build for them. &lt;br /&gt;
&lt;br /&gt;
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]].  If your miners have reached the [[magma flow]], any dwarf requiring a forge will insist on a [[magma forge]], and will ignore any existing charcoal-powered forges.{{verify}}  Glassmakers will use either a charcoal- or a magma-fuelled glass furnace.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Moody dwarves will occasionally seize a random workshop and proceed to create their artifact there.  Following completion of the artifact, this workshop will often be converted into the type originally desired by the dwarf.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
If a dwarf manages to successfully complete an artifact, the dwarf's highest trade skill will be elevated to &amp;quot;legendary&amp;quot;.  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts.  (&amp;quot;Possessed&amp;quot; dwarves, however, gain no experience.)&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting dwarf with a legendary skill you want: where possible, make sure each dwarf's highest trade skill is one of the kinds you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without trade skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; trade skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
The type of artifact created will also depend on the dwarf's highest trade skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of strange moods, [[mining]] and [[engraving]] are considered trade skills: moody miners and engravers will usually take over a craftsdwarf's or mason's workshop, turn out a stone craft or piece of furniture, and gain legendary skill as miners or engravers respectively (not as stone crafters or masons).  Furnace operators will turn out a metal craft or piece of furniture and become legendary furnace operators. Weavers will take over a [[clothes maker's shop]] and produce an article of clothing.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no trade skills whatsoever (including [[children]], sometimes) can go into strange moods.  Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
In addition to requiring a specific workshop, dwarves will also demand specific raw [[material]]s in order to complete their artifact.  Each artifact will require between one and ten items to complete.{{verify}}&lt;br /&gt;
&lt;br /&gt;
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long.&lt;br /&gt;
&lt;br /&gt;
Jewelers will usually only require one item: a rough [[gem]], which they will fashion into a &amp;quot;perfect&amp;quot; gem.  Metalsmiths will usually use [[ore]] (not [[metal bars]]).{{verify}}&lt;br /&gt;
&lt;br /&gt;
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an &amp;quot;Item [[hauling|Haul]]er&amp;quot; who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace).  It is therefore recommended you make several pieces of raw glass of each type as early as you can, reserved for use by moody dwarves. Furthermore, any dwarf may require raw glass, not just glassmakers. ''Why is this here? Make a seperate article about glassmaking. --[[User:Mizipzor|Mizipzor]] 06:19, 6 November 2007 (EST)''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;.  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==== Demands ====&lt;br /&gt;
&lt;br /&gt;
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of &amp;quot;waiting&amp;quot; for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)&lt;br /&gt;
&lt;br /&gt;
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as &amp;quot;Kerging&amp;quot;. This word is the name of the artifact he or she intends to create.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. &lt;br /&gt;
&lt;br /&gt;
Things dwarves demand include:&lt;br /&gt;
&lt;br /&gt;
* [[Bones]] - &amp;quot;bones... yes&amp;quot;, &amp;quot;pictures of skeletons&amp;quot;&lt;br /&gt;
* [[Cloth]] (not thread) - &amp;quot;cloth... thread&amp;quot;, &amp;quot;pictures of stacked cloth&amp;quot;&lt;br /&gt;
* Cut [[gem]]s - &amp;quot;gems... shining&amp;quot;, &amp;quot;gems&amp;quot;. ''These must be ordinary cut gems, not &amp;quot;large&amp;quot; gems.''&lt;br /&gt;
* [[Leather]] - &amp;quot;leather... skin&amp;quot;, &amp;quot;pictures of stacked leather&amp;quot;&lt;br /&gt;
* Metal [[ore]] - &amp;quot;ore... particular ore&amp;quot;, &amp;quot;picture of an ore mine&amp;quot;, &amp;quot;the correct ore&amp;quot;&lt;br /&gt;
* Metal [[bar]]s - &amp;quot;shining bars... metal&amp;quot;, &amp;quot;shining bars of metal&amp;quot;&lt;br /&gt;
* Rough [[gem]]s - &amp;quot;rough... color&amp;quot;. ''Sometimes when they request rough gems they are looking for a specific type of raw [[glass]].''&lt;br /&gt;
* Raw crystal [[glass]] - &amp;quot;raw... crystal&amp;quot;, &amp;quot;rough gems and glass&amp;quot; (I think this is right.  I have raw types of both green and clear glass, but not crystal glass)&lt;br /&gt;
* Raw clear [[glass]] - &amp;quot;raw... clear&amp;quot;, &amp;quot;glass with burning wood&amp;quot;&lt;br /&gt;
* [[Shell]] - &amp;quot;a shell&amp;quot;&lt;br /&gt;
* [[Stone]] - &amp;quot;stone... rock&amp;quot;, &amp;quot;pictures of a quarry&amp;quot;, &amp;quot;the right stone&amp;quot;&lt;br /&gt;
* Stone [[block]]s - &amp;quot;blocks... bricks&amp;quot;, &amp;quot;the proper surface to work on&amp;quot;, &amp;quot;square blocks&amp;quot; &lt;br /&gt;
* [[Wood]] - &amp;quot;tree... life&amp;quot;, &amp;quot;pictures of a forest&amp;quot;, &amp;quot;a tree&amp;quot; &lt;br /&gt;
* Dwarven bones/[[refuse|remains]] - &amp;quot;things... certain things&amp;quot;. ''This demand is only seen during &amp;quot;Macabre&amp;quot; moods.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the required item(s) will be very specific (for instance, rough [[emerald]]s); other times, very general (leather from any type of creature). Sometimes when dwarves are waiting for a specific material, it will be listed in the dwarf's [[thought|thoughts and preferences]]. For instance, a dwarf that &amp;quot;likes platinum&amp;quot; will sometimes use one or more platinum nuggets in the construction of an artifact. This is not always the case, however, and they may want a completely unrelated item.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf &amp;quot;has begun a mysterious construction!&amp;quot;. The artifact should be completed within a day or two.&lt;br /&gt;
&lt;br /&gt;
Dwarves which have created an artifact will hold on to it for a very long time (or the loss of the limb in which it is held{{verify}}) after which one of three events can occur. &lt;br /&gt;
* The dwarf can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}&lt;br /&gt;
* Become nervous and hide the artifact.{{verify}}&lt;br /&gt;
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.{{verify}}&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
== Types of strange moods ==&lt;br /&gt;
&lt;br /&gt;
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but are harder to understand than dwarves who withdraw from society.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker.  Strangely, none of the other dwarves seem to mind the murder. &lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only &amp;quot;fail&amp;quot; if a hermit has a horrible fell look or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.&lt;br /&gt;
&lt;br /&gt;
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.&lt;br /&gt;
&lt;br /&gt;
== Multiple Moods ==&lt;br /&gt;
&lt;br /&gt;
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]   two mood dwarves at once&lt;br /&gt;
&lt;br /&gt;
== Unresolved questions ==&lt;br /&gt;
&lt;br /&gt;
* ''Does a larger number of dwarves in a fortress increase the chance of strange moods?''&lt;br /&gt;
** A fortress with a very small number of dwarves (1-3) can go many years without seeing any strange moods, so it would seem so.&lt;br /&gt;
* ''Can the same dwarf go into a strange mood more than once?''&lt;br /&gt;
** Presumably, they cannot.&lt;br /&gt;
* ''Can an already legendary dwarf go into a strange mood?''&lt;br /&gt;
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.&lt;br /&gt;
* ''How many strange moods can occur in a single fortress?''&lt;br /&gt;
** Apparently, an unlimited number.  Previously, the moods were thought to cease after the 15th successful artifact, but this has been disproven.&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9717</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9717"/>
		<updated>2007-12-01T01:29:21Z</updated>

		<summary type="html">&lt;p&gt;Skanky: /* Demands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|v0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[carp]]s!'''&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within three months or so, they will go [[Strange Mood#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: &amp;quot;possessed&amp;quot; dwarves will create an artifact but gain no skill from it).&lt;br /&gt;
&lt;br /&gt;
== Strange-mood behavior ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and &amp;quot;claim&amp;quot; it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest &amp;quot;trade&amp;quot; [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]].  &lt;br /&gt;
&lt;br /&gt;
Most farming-, fishing-, trapping-, and combat-related skills (grower, thresher, brewer, fish cleaner, animal trainer, axedwarf, etc.) do not count as &amp;quot;trade&amp;quot; skills (although Tanners can enter strange moods, and will take over a [[tanner's shop]]).&lt;br /&gt;
&lt;br /&gt;
Active [[soldiers]] can enter a strange mood if they have any trade skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.&lt;br /&gt;
&lt;br /&gt;
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest trade skill will dictate which workshop you should build for them. &lt;br /&gt;
&lt;br /&gt;
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]].  If your miners have reached the [[magma flow]], any dwarf requiring a forge will insist on a [[magma forge]], and will ignore any existing charcoal-powered forges.{{verify}}  Glassmakers will use either a charcoal- or a magma-fuelled glass furnace.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Moody dwarves will occasionally seize a random workshop and proceed to create their artifact there.  Following completion of the artifact, this workshop will often be converted into the type originally desired by the dwarf.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
If a dwarf manages to successfully complete an artifact, the dwarf's highest trade skill will be elevated to &amp;quot;legendary&amp;quot;.  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts.  (&amp;quot;Possessed&amp;quot; dwarves, however, gain no experience.)&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting dwarf with a legendary skill you want: where possible, make sure each dwarf's highest trade skill is one of the kinds you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without trade skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; trade skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
The type of artifact created will also depend on the dwarf's highest trade skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of strange moods, [[mining]] and [[engraving]] are considered trade skills: moody miners and engravers will usually take over a craftsdwarf's or mason's workshop, turn out a stone craft or piece of furniture, and gain legendary skill as miners or engravers respectively (not as stone crafters or masons).  Furnace operators will turn out a metal craft or piece of furniture and become legendary furnace operators. Weavers will take over a [[clothes maker's shop]] and produce an article of clothing.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no trade skills whatsoever (including [[children]], sometimes) can go into strange moods.  Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
In addition to requiring a specific workshop, dwarves will also demand specific raw [[material]]s in order to complete their artifact.  Each artifact will require between one and ten items to complete.{{verify}}&lt;br /&gt;
&lt;br /&gt;
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long.&lt;br /&gt;
&lt;br /&gt;
Jewelers will usually only require one item: a rough [[gem]], which they will fashion into a &amp;quot;perfect&amp;quot; gem.  Metalsmiths will usually use [[ore]] (not [[metal bars]]).{{verify}}&lt;br /&gt;
&lt;br /&gt;
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an &amp;quot;Item [[hauling|Haul]]er&amp;quot; who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace).  It is therefore recommended you make several pieces of raw glass of each type as early as you can, reserved for use by moody dwarves. Furthermore, any dwarf may require raw glass, not just glassmakers. ''Why is this here? Make a seperate article about glassmaking. --[[User:Mizipzor|Mizipzor]] 06:19, 6 November 2007 (EST)''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;.  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==== Demands ====&lt;br /&gt;
&lt;br /&gt;
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of &amp;quot;waiting&amp;quot; for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)&lt;br /&gt;
&lt;br /&gt;
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as &amp;quot;Kerging&amp;quot;. This word is the name of the artifact he or she intends to create.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. &lt;br /&gt;
&lt;br /&gt;
Things dwarves demand include:&lt;br /&gt;
&lt;br /&gt;
* [[Bones]] - &amp;quot;bones... yes&amp;quot;, &amp;quot;pictures of skeletons&amp;quot;&lt;br /&gt;
* [[Cloth]] (not thread) - &amp;quot;cloth... thread&amp;quot;, &amp;quot;pictures of stacked cloth&amp;quot;&lt;br /&gt;
* Cut [[gem]]s - &amp;quot;gems... shining&amp;quot;, &amp;quot;gems&amp;quot;. ''These must be ordinary cut gems, not &amp;quot;large&amp;quot; gems.''&lt;br /&gt;
* [[Leather]] - &amp;quot;leather... skin&amp;quot;, &amp;quot;pictures of stacked leather&amp;quot;&lt;br /&gt;
* Metal [[ore]] - &amp;quot;ore... particular ore&amp;quot;, &amp;quot;picture of an ore mine&amp;quot;, &amp;quot;the correct ore&amp;quot;&lt;br /&gt;
* Metal [[bar]]s - &amp;quot;shining bars... metal&amp;quot;, &amp;quot;shining bars of metal&amp;quot;&lt;br /&gt;
* Rough [[gem]]s - &amp;quot;rough... color&amp;quot;. ''Sometimes when they request rough gems they are looking for a specific type of raw [[glass]].''&lt;br /&gt;
* Raw crystal [[glass]] - &amp;quot;raw... crystal...&amp;quot;, &amp;quot;rough gems and glass&amp;quot; (I think this is right.  I have raw types of both green and clear glass, but not crystal glass)&lt;br /&gt;
* Raw clear [[glass]] - &amp;quot;raw... clear&amp;quot;, &amp;quot;glass with burning wood&amp;quot;&lt;br /&gt;
* [[Shell]] - &amp;quot;a shell&amp;quot;&lt;br /&gt;
* [[Stone]] - &amp;quot;stone... rock&amp;quot;, &amp;quot;pictures of a quarry&amp;quot;, &amp;quot;the right stone&amp;quot;&lt;br /&gt;
* Stone [[block]]s - &amp;quot;blocks... bricks&amp;quot;, &amp;quot;the proper surface to work on&amp;quot;, &amp;quot;square blocks&amp;quot; &lt;br /&gt;
* [[Wood]] - &amp;quot;tree... life&amp;quot;, &amp;quot;pictures of a forest&amp;quot;, &amp;quot;a tree&amp;quot; &lt;br /&gt;
* Dwarven bones/[[refuse|remains]] - &amp;quot;things... certain things&amp;quot;. ''This demand is only seen during &amp;quot;Macabre&amp;quot; moods.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the required item(s) will be very specific (for instance, rough [[emerald]]s); other times, very general (leather from any type of creature). Sometimes when dwarves are waiting for a specific material, it will be listed in the dwarf's [[thought|thoughts and preferences]]. For instance, a dwarf that &amp;quot;likes platinum&amp;quot; will sometimes use one or more platinum nuggets in the construction of an artifact. This is not always the case, however, and they may want a completely unrelated item.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf &amp;quot;has begun a mysterious construction!&amp;quot;. The artifact should be completed within a day or two.&lt;br /&gt;
&lt;br /&gt;
Dwarves which have created an artifact will hold on to it for a very long time (or the loss of the limb in which it is held{{verify}}) after which one of three events can occur. &lt;br /&gt;
* The dwarf can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}&lt;br /&gt;
* Become nervous and hide the artifact.{{verify}}&lt;br /&gt;
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.{{verify}}&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
== Types of strange moods ==&lt;br /&gt;
&lt;br /&gt;
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but are harder to understand than dwarves who withdraw from society.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker.  Strangely, none of the other dwarves seem to mind the murder. &lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only &amp;quot;fail&amp;quot; if a hermit has a horrible fell look or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.&lt;br /&gt;
&lt;br /&gt;
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.&lt;br /&gt;
&lt;br /&gt;
== Multiple Moods ==&lt;br /&gt;
&lt;br /&gt;
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]   two mood dwarves at once&lt;br /&gt;
&lt;br /&gt;
== Unresolved questions ==&lt;br /&gt;
&lt;br /&gt;
* ''Does a larger number of dwarves in a fortress increase the chance of strange moods?''&lt;br /&gt;
** A fortress with a very small number of dwarves (1-3) can go many years without seeing any strange moods, so it would seem so.&lt;br /&gt;
* ''Can the same dwarf go into a strange mood more than once?''&lt;br /&gt;
** Presumably, they cannot.&lt;br /&gt;
* ''Can an already legendary dwarf go into a strange mood?''&lt;br /&gt;
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.&lt;br /&gt;
* ''How many strange moods can occur in a single fortress?''&lt;br /&gt;
** Apparently, an unlimited number.  Previously, the moods were thought to cease after the 15th successful artifact, but this has been disproven.&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7557</id>
		<title>40d:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7557"/>
		<updated>2007-12-01T01:27:58Z</updated>

		<summary type="html">&lt;p&gt;Skanky: /* Products */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Glass is an interesting material with widespread uses.  Glass is manufactured in a [[Glass furnace]] or [[Magma glass furnace]].  There are three types of glass: Green, Clear and Crystal.&lt;br /&gt;
&lt;br /&gt;
Green glass is manufactured from [[sand]].  Clear glass uses both sand and [[pearlash]], while crystal glass is manufactured from [[Rock crystal]]s and pearlash.&lt;br /&gt;
&lt;br /&gt;
Sand can be gathered in bags using a task available at a glass furnace.  You must designate a sand-gathering zone in order for this task to succeed.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Glass can be manufactured into a wide variety of products:  &lt;br /&gt;
&lt;br /&gt;
*Raw glass is essentially a low-value [[gem]], a frequent request of dwarves undergoing a [[strange mood]].  Given its abundance, raw green glass makes an excellent training material for practicing the [[gem cutting]] skill.&lt;br /&gt;
*Glass can be formed into [[block]]s which can then be used for most building purposes.  Although this is much more labor-intensive than simple using raw or block stone, some people feel that it has an aesthetic appeal; for example, see Leerok the Lacerta's [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001365 Glass tower]&lt;br /&gt;
*Glass can be used to manufacture a number of [[furniture]] items, including [[armor stand]]s, [[chest|boxes]], [[floodgate]]s, [[hatch cover]]s, [[grate]]s, [[door|portals]], [[statue]]s, [[table]]s, [[throne]]s and [[weapon rack]]s.&lt;br /&gt;
*In addition, Glass can be converted into [[Trap]] components, such as [[large, spiked ball]]s or [[giant axe]]s.  Unlike their metal counterparts, glass trap mechanisms each utilize only single units of their component materials.  For example, a giant green glass axe blade requires only a bag of sand in order to manufacture.  Since sand, if present on the map, is effectively an infinite resource, this is a very cheap way to fully outfit a fortress with weapon traps. &lt;br /&gt;
*Glass windows can be made at a [[glass furnace]] as an alternative to making windows from gems.&lt;br /&gt;
*Outside of [[Metal]] and [[Wood]], Glass is the only readily available material for [[Cage]] construction.  A glass cage is called a terrarium, and is unique among cages in that it may be converted into an [[aquarium]] using the an option in the building tasks/prefs menu{{key|q}}{{key|w}}.  Terraria may not be used for justice applications.&lt;br /&gt;
*Glass [[vial]]s are used in some types of plant processing, and are required to build an [[Alchemist's laboratory]]&lt;br /&gt;
*Glass can be formed into a variety of crafts.&lt;br /&gt;
&lt;br /&gt;
Glass items often have unique names:&lt;br /&gt;
*A glass [[chest]] is called a box.&lt;br /&gt;
*A glass [[door]] is called a [[portal]].&lt;br /&gt;
*A glass [[pipe]] is called a tube.&lt;br /&gt;
*A glass [[cage]] is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Green glass has a material value of 2.&lt;br /&gt;
Clear glass has a material value of 5.&lt;br /&gt;
Crystal glass has a material value of 10.&lt;br /&gt;
&lt;br /&gt;
The damage value of green glass is 50% (confirmed at [[Gem#Glass]]).&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Skanky</name></author>
	</entry>
</feed>