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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DJ+Devil</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-06T07:43:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Visitor&amp;diff=235582</id>
		<title>DF2014 Talk:Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Visitor&amp;diff=235582"/>
		<updated>2018-04-09T02:18:15Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Goblin Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== request for Sanctuary ==&lt;br /&gt;
I recently got an elf that petitioned for sanctuary. I never really cared for petitions, so I'm not entirely sure if that's something new or not, so I'm going to record anything interesting happening here before doing changes to the main article. I can already changer it's occupation, but not set any jobs to this elf. --[[User:UrisMcSid|UrisMcSid]] ([[User talk:UrisMcSid|talk]]) 18:10, 26 November 2017 (UTC)&lt;br /&gt;
the elf is doing hauling jobs and is giving water to injured dwarves--[[User:UrisMcSid|UrisMcSid]] ([[User talk:UrisMcSid|talk]]) 19:12, 26 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There are new types of visitors in the newest version(44.x), it looks like refugees can be one of them. In older versions the only visitors that would petition to stay were scholars, soldiers, and performers. Does the visitor have a title corresponding to what they are(like &amp;quot;refugee&amp;quot;)? [[User:Struck Down|Struck Down]] ([[User talk:Struck Down|talk]]) 19:14, 26 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monster Slayer as normal immigrant == &lt;br /&gt;
I had a Monster Slayer arrive as a normal immigrant, a Competent Hammerdwarf. I immediately drafted her into the military with no problems. Bug? [[Special:Contributions/88.153.7.235|88.153.7.235]] 22:59, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin Bard ==&lt;br /&gt;
&lt;br /&gt;
Is this normal?  Can't seem to find anything about it on the wiki.&lt;br /&gt;
&lt;br /&gt;
[[User:DJ Devil|DJ Devil]] ([[User talk:DJ Devil|talk]]) 14:47, 2 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Image:Goblin-bard.png|thumb|left|400px|''(click to enlarge)''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Goblin Bard'''&amp;lt;br /&amp;gt;A Goblin Bard socialising in a Tavern.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Goblin-bard-thoughts-and-preferences.png|thumb|left|400px|''(click to enlarge)''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Goblin Bard'''&amp;lt;br /&amp;gt;A Goblin Bard's thoughts and preferences screen.]]&lt;br /&gt;
&lt;br /&gt;
:Yes, most sapient species can be a member of a civilization, provided certain conditions are met. That goblin was either absorbed into human/dwarven/elven society after his own civ lost a war or was already born in it. Alternatively, that goblin may be a secret agent, who are already mentioned in the article. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 15:12, 2 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
And Hamster Men? Are they in the club, too? --[[User:DJ Devil|DJ Devil]] ([[User talk:DJ Devil|talk]]) 02:18, 9 April 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Book&amp;diff=235577</id>
		<title>DF2014 Talk:Book</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Book&amp;diff=235577"/>
		<updated>2018-04-07T17:01:31Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Scrolls train Macedwarf skill */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Glass ==&lt;br /&gt;
&lt;br /&gt;
It is also possible to make green glass book bindings out of sand at a glass furnace, or clear or crystal glass book bindings with sand+pearlash/pearlash+rock crystal at a glass furnace.[[Special:Contributions/82.74.193.215|82.74.193.215]] 16:56, 29 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Added. Thanks!--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:59, 29 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scrolls train Macedwarf skill ==&lt;br /&gt;
&lt;br /&gt;
[[File:Scrolls-train-mace-skill.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Who knew? --[[User:DJ Devil|DJ Devil]] ([[User talk:DJ Devil|talk]]) 17:01, 7 April 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Scrolls-train-mace-skill.png&amp;diff=235576</id>
		<title>File:Scrolls-train-mace-skill.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Scrolls-train-mace-skill.png&amp;diff=235576"/>
		<updated>2018-04-07T16:58:01Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: Evidence that scrolls used in combat train the macedwarf skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evidence that scrolls used in combat train the macedwarf skill&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Visitor&amp;diff=235533</id>
		<title>DF2014 Talk:Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Visitor&amp;diff=235533"/>
		<updated>2018-04-02T15:04:06Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Goblin Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== request for Sanctuary ==&lt;br /&gt;
I recently got an elf that petitioned for sanctuary. I never really cared for petitions, so I'm not entirely sure if that's something new or not, so I'm going to record anything interesting happening here before doing changes to the main article. I can already changer it's occupation, but not set any jobs to this elf. --[[User:UrisMcSid|UrisMcSid]] ([[User talk:UrisMcSid|talk]]) 18:10, 26 November 2017 (UTC)&lt;br /&gt;
the elf is doing hauling jobs and is giving water to injured dwarves--[[User:UrisMcSid|UrisMcSid]] ([[User talk:UrisMcSid|talk]]) 19:12, 26 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There are new types of visitors in the newest version(44.x), it looks like refugees can be one of them. In older versions the only visitors that would petition to stay were scholars, soldiers, and performers. Does the visitor have a title corresponding to what they are(like &amp;quot;refugee&amp;quot;)? [[User:Struck Down|Struck Down]] ([[User talk:Struck Down|talk]]) 19:14, 26 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monster Slayer as normal immigrant == &lt;br /&gt;
I had a Monster Slayer arrive as a normal immigrant, a Competent Hammerdwarf. I immediately drafted her into the military with no problems. Bug? [[Special:Contributions/88.153.7.235|88.153.7.235]] 22:59, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin Bard ==&lt;br /&gt;
&lt;br /&gt;
Is this normal?  Can't seem to find anything about it on the wiki.&lt;br /&gt;
&lt;br /&gt;
[[User:DJ Devil|DJ Devil]] ([[User talk:DJ Devil|talk]]) 14:47, 2 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Image:Goblin-bard.png|thumb|left|400px|''(click to enlarge)''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Goblin Bard'''&amp;lt;br /&amp;gt;A Goblin Bard socialising in a Tavern.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Goblin-bard-thoughts-and-preferences.png|thumb|left|400px|''(click to enlarge)''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Goblin Bard'''&amp;lt;br /&amp;gt;A Goblin Bard's thoughts and preferences screen.]]&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Goblin-bard-thoughts-and-preferences.png&amp;diff=235532</id>
		<title>File:Goblin-bard-thoughts-and-preferences.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Goblin-bard-thoughts-and-preferences.png&amp;diff=235532"/>
		<updated>2018-04-02T15:01:38Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: The thoughts and preferences screen of a Goblin Bard granted residency in a player fort.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The thoughts and preferences screen of a Goblin Bard granted residency in a player fort.&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Visitor&amp;diff=235531</id>
		<title>DF2014 Talk:Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Visitor&amp;diff=235531"/>
		<updated>2018-04-02T14:48:10Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Goblin Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== request for Sanctuary ==&lt;br /&gt;
I recently got an elf that petitioned for sanctuary. I never really cared for petitions, so I'm not entirely sure if that's something new or not, so I'm going to record anything interesting happening here before doing changes to the main article. I can already changer it's occupation, but not set any jobs to this elf. --[[User:UrisMcSid|UrisMcSid]] ([[User talk:UrisMcSid|talk]]) 18:10, 26 November 2017 (UTC)&lt;br /&gt;
the elf is doing hauling jobs and is giving water to injured dwarves--[[User:UrisMcSid|UrisMcSid]] ([[User talk:UrisMcSid|talk]]) 19:12, 26 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There are new types of visitors in the newest version(44.x), it looks like refugees can be one of them. In older versions the only visitors that would petition to stay were scholars, soldiers, and performers. Does the visitor have a title corresponding to what they are(like &amp;quot;refugee&amp;quot;)? [[User:Struck Down|Struck Down]] ([[User talk:Struck Down|talk]]) 19:14, 26 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monster Slayer as normal immigrant == &lt;br /&gt;
I had a Monster Slayer arrive as a normal immigrant, a Competent Hammerdwarf. I immediately drafted her into the military with no problems. Bug? [[Special:Contributions/88.153.7.235|88.153.7.235]] 22:59, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin Bard ==&lt;br /&gt;
&lt;br /&gt;
Is this normal?  Can't seem to find anything about it on the wiki.&lt;br /&gt;
&lt;br /&gt;
[[User:DJ Devil|DJ Devil]] ([[User talk:DJ Devil|talk]]) 14:47, 2 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Image:Goblin-bard.png|thumb|left|400px|''(click to enlarge)''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Goblin Bard'''&amp;lt;br /&amp;gt;A Goblin Bard socialising in a Tavern.]]&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Visitor&amp;diff=235530</id>
		<title>DF2014 Talk:Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Visitor&amp;diff=235530"/>
		<updated>2018-04-02T14:47:04Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Goblin Bard */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== request for Sanctuary ==&lt;br /&gt;
I recently got an elf that petitioned for sanctuary. I never really cared for petitions, so I'm not entirely sure if that's something new or not, so I'm going to record anything interesting happening here before doing changes to the main article. I can already changer it's occupation, but not set any jobs to this elf. --[[User:UrisMcSid|UrisMcSid]] ([[User talk:UrisMcSid|talk]]) 18:10, 26 November 2017 (UTC)&lt;br /&gt;
the elf is doing hauling jobs and is giving water to injured dwarves--[[User:UrisMcSid|UrisMcSid]] ([[User talk:UrisMcSid|talk]]) 19:12, 26 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There are new types of visitors in the newest version(44.x), it looks like refugees can be one of them. In older versions the only visitors that would petition to stay were scholars, soldiers, and performers. Does the visitor have a title corresponding to what they are(like &amp;quot;refugee&amp;quot;)? [[User:Struck Down|Struck Down]] ([[User talk:Struck Down|talk]]) 19:14, 26 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monster Slayer as normal immigrant == &lt;br /&gt;
I had a Monster Slayer arrive as a normal immigrant, a Competent Hammerdwarf. I immediately drafted her into the military with no problems. Bug? [[Special:Contributions/88.153.7.235|88.153.7.235]] 22:59, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin Bard ==&lt;br /&gt;
&lt;br /&gt;
Is this normal?  Can't seem to find anything about it on the wiki.&lt;br /&gt;
&lt;br /&gt;
[[Image:Goblin-bard.png|thumb|left|400px|''(click to enlarge)''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Goblin Bard'''&amp;lt;br /&amp;gt;A Goblin Bard socialising in a Tavern.]]&lt;br /&gt;
&lt;br /&gt;
[[User:DJ Devil|DJ Devil]] ([[User talk:DJ Devil|talk]]) 14:47, 2 April 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Goblin-bard.png&amp;diff=235529</id>
		<title>File:Goblin-bard.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Goblin-bard.png&amp;diff=235529"/>
		<updated>2018-04-02T14:42:44Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: A Goblin Bard socialising in a Tavern in fortress mode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Goblin Bard socialising in a Tavern in fortress mode.&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Siege&amp;diff=220478</id>
		<title>DF2014 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Siege&amp;diff=220478"/>
		<updated>2015-09-14T23:42:37Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey i'm new here, you can call me Tango. I don't like forums so i'm going to say it here and hope people notice.&lt;br /&gt;
 Since DF2014 i've not had a single goblin seige where they bring mounts, sometimes they'll bring trolls but its super rare&lt;br /&gt;
i'm wondering maybe if its a common bug or if its just me fucking up the raws by removing aquifers or something. No beakdogs, not elks nothing goblins show up on their two legs. i've had elfs attack as part of a load of goblins but never a single mount.&lt;br /&gt;
&lt;br /&gt;
I believe dwarven necromancers also give a siege announcement of &amp;quot;The enemy have come and are laying siege to the fortress.&amp;quot;, even without mods.  I am receiving these announcements in my current fort often, with no humans in sight (the dwarven necromancer is controlling a squad of dead elves, like a boss).--[[User:DJ Devil|DJ Devil]] ([[User talk:DJ Devil|talk]]) 23:42, 14 September 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=153891</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=153891"/>
		<updated>2011-10-27T19:15:24Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Open at the top */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Projectiles==&lt;br /&gt;
Can fortifications only be shot through one-way? I have built a wall of them, but neither my dwarves nor the goblins shot through them. version 31.18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
:::Quietust, you say completely submerged. Did you mean that a partially submerged fortification does not let creatures through? I'd love to know what is enough to let creatures through for a secret project I'm working on. More so, I'd like to know if creatures can be carried through fortifications by flowing water. I could just test this myself, but I am lazy and hoping someone already did it. One more thing - does anyone know if fortifications work vertically - that is, do they accept water from above them or if suspended let water flow down them? Thanks in advance to anyone who helps me. --[[User:Peglegpenguin|Peglegpenguin]] 02:40, 31 January 2011 (UTC)&lt;br /&gt;
::::I only tested with a depth of 7/7, since that was the easiest to set up - I'd be curious to see what happens with lower water levels. As for vertical fortifications, a '''constructed''' fortification does not have a floor above it, so you can pour water into it from above, but all fortifications have floors ''beneath'' them. --[[User:Quietust|Quietust]] 02:53, 31 January 2011 (UTC)&lt;br /&gt;
:::::I made a video of me testing this. The dwarf got through at water level 3. I'll need to redo this (I tried it again with elephants, and it didn't work) but for now this is what I have: [http://www.mkv25.net/dfma/movie-2302-fortificationwatertest]. Sorry my movie-making skills suck - I kept moving the cursor near the end.--[[User:Peglegpenguin|Peglegpenguin]] 23:37, 31 January 2011 (UTC)&lt;br /&gt;
::::::I just did a test in Arena mode, and I was unable to pass through a fortification at depth 6/7 - once I filled it to 7/7, I was able to swim right through it. As I also commented on that video, it's possible that flowing water is what pushed your dwarf through - next time, don't add water to the tile in which the dwarf is actually standing. --[[User:Quietust|Quietust]] 19:41, 5 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== submerged fortification ==&lt;br /&gt;
&lt;br /&gt;
Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.--[[User:HYBRID BEING|HYBRID BEING]] 13:15, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Of course the fortification won't block the croc. He can climb out of the water onto the top of it, and back into the water. [[User:GhostDwemer|GhostDwemer]] 16:05, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Change level 1 to:&lt;br /&gt;
 ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
 ░C+∙∙░∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
 ░░░░░░░░░░░&lt;br /&gt;
::: Then you will know for sure... [[Special:Contributions/173.14.75.181|173.14.75.181]] 16:52, 8 November 2010 (UTC)&lt;br /&gt;
:::: Would the croc really be able to climb onto the fortification? There is no floor over it. I checked that, too, though. Placed another fortification above the underwater one - croc swimmed through the submerged one. And i watched it step by step.&lt;br /&gt;
:::: BTW, i saw someone on forum suggesting placing fortification like this to stop monsters from being pushed through:&lt;br /&gt;
      ░░░&lt;br /&gt;
  ░░░░░X░░░░░&lt;br /&gt;
  ░░░R≈░≈R░░░ There is a wall above the submerged fortification, and another fortification above the pillar&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:::: Fat chance, the croc still slaughtered the poor dwarf.--[[User:HYBRID BEING|HYBRID BEING]] 17:50, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma==&lt;br /&gt;
Changed article. Previously, only mentioned water submerged fortifications. This could have suggested that they would still block lava creatures. But I fixed it [[User:HugoLuman|HugoLuman]] 05:31, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open at the top==&lt;br /&gt;
&amp;quot;Fortifications.. are open at the top, allowing liquids to be poured in from above&amp;quot; - is this true? 'cause i've just messed up my drowning chamber with fortifications under the screw pump intake - water cannot be taken out of them, and it appears the space over the top of my 'damp rough limestone block fortification' is now a 'rough limestone block floor' - something which i have not created.so where did it come from?--[[User:DJ Devil|DJ Devil]] 16:57, 27 October 2011 (UTC)&lt;br /&gt;
:See the last line of the Building Fortifications section.  &amp;quot;Note that constructed fortifications do not have walkable floors above them, while carved fortifications do.&amp;quot;  I can't decipher from the description you have available to you how your fortification came into existence, but I know I've been tripped up by the differences between the two different types of fortifications before.  From the way you describe it, I suspect that you built a wall and carved a fortification into it.  That will leave a floor on the top.  --[[User:Jwest23|Jwest23]] 18:19, 27 October 2011 (UTC)&lt;br /&gt;
::ah. yes, my mistake - i thought, by 'constructed fortifications', it meant a fortification that originated from a constructed wall. and i thought a 'carved fortification' meant a mined out wall that had been smoothed, and carved.--[[User:DJ Devil|DJ Devil]] 19:15, 27 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=153880</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=153880"/>
		<updated>2011-10-27T16:58:21Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Projectiles==&lt;br /&gt;
Can fortifications only be shot through one-way? I have built a wall of them, but neither my dwarves nor the goblins shot through them. version 31.18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
:::Quietust, you say completely submerged. Did you mean that a partially submerged fortification does not let creatures through? I'd love to know what is enough to let creatures through for a secret project I'm working on. More so, I'd like to know if creatures can be carried through fortifications by flowing water. I could just test this myself, but I am lazy and hoping someone already did it. One more thing - does anyone know if fortifications work vertically - that is, do they accept water from above them or if suspended let water flow down them? Thanks in advance to anyone who helps me. --[[User:Peglegpenguin|Peglegpenguin]] 02:40, 31 January 2011 (UTC)&lt;br /&gt;
::::I only tested with a depth of 7/7, since that was the easiest to set up - I'd be curious to see what happens with lower water levels. As for vertical fortifications, a '''constructed''' fortification does not have a floor above it, so you can pour water into it from above, but all fortifications have floors ''beneath'' them. --[[User:Quietust|Quietust]] 02:53, 31 January 2011 (UTC)&lt;br /&gt;
:::::I made a video of me testing this. The dwarf got through at water level 3. I'll need to redo this (I tried it again with elephants, and it didn't work) but for now this is what I have: [http://www.mkv25.net/dfma/movie-2302-fortificationwatertest]. Sorry my movie-making skills suck - I kept moving the cursor near the end.--[[User:Peglegpenguin|Peglegpenguin]] 23:37, 31 January 2011 (UTC)&lt;br /&gt;
::::::I just did a test in Arena mode, and I was unable to pass through a fortification at depth 6/7 - once I filled it to 7/7, I was able to swim right through it. As I also commented on that video, it's possible that flowing water is what pushed your dwarf through - next time, don't add water to the tile in which the dwarf is actually standing. --[[User:Quietust|Quietust]] 19:41, 5 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== submerged fortification ==&lt;br /&gt;
&lt;br /&gt;
Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.--[[User:HYBRID BEING|HYBRID BEING]] 13:15, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Of course the fortification won't block the croc. He can climb out of the water onto the top of it, and back into the water. [[User:GhostDwemer|GhostDwemer]] 16:05, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Change level 1 to:&lt;br /&gt;
 ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
 ░C+∙∙░∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
 ░░░░░░░░░░░&lt;br /&gt;
::: Then you will know for sure... [[Special:Contributions/173.14.75.181|173.14.75.181]] 16:52, 8 November 2010 (UTC)&lt;br /&gt;
:::: Would the croc really be able to climb onto the fortification? There is no floor over it. I checked that, too, though. Placed another fortification above the underwater one - croc swimmed through the submerged one. And i watched it step by step.&lt;br /&gt;
:::: BTW, i saw someone on forum suggesting placing fortification like this to stop monsters from being pushed through:&lt;br /&gt;
      ░░░&lt;br /&gt;
  ░░░░░X░░░░░&lt;br /&gt;
  ░░░R≈░≈R░░░ There is a wall above the submerged fortification, and another fortification above the pillar&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:::: Fat chance, the croc still slaughtered the poor dwarf.--[[User:HYBRID BEING|HYBRID BEING]] 17:50, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma==&lt;br /&gt;
Changed article. Previously, only mentioned water submerged fortifications. This could have suggested that they would still block lava creatures. But I fixed it [[User:HugoLuman|HugoLuman]] 05:31, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open at the top==&lt;br /&gt;
&amp;quot;Fortifications.. are open at the top, allowing liquids to be poured in from above&amp;quot; - is this true? 'cause i've just messed up my drowning chamber with fortifications under the screw pump intake - water cannot be taken out of them, and it appears the space over the top of my 'damp rough limestone block fortification' is now a 'rough limestone block floor' - something which i have not created.so where did it come from?--[[User:DJ Devil|DJ Devil]] 16:57, 27 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=153879</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=153879"/>
		<updated>2011-10-27T16:57:49Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Projectiles==&lt;br /&gt;
Can fortifications only be shot through one-way? I have built a wall of them, but neither my dwarves nor the goblins shot through them. version 31.18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
:::Quietust, you say completely submerged. Did you mean that a partially submerged fortification does not let creatures through? I'd love to know what is enough to let creatures through for a secret project I'm working on. More so, I'd like to know if creatures can be carried through fortifications by flowing water. I could just test this myself, but I am lazy and hoping someone already did it. One more thing - does anyone know if fortifications work vertically - that is, do they accept water from above them or if suspended let water flow down them? Thanks in advance to anyone who helps me. --[[User:Peglegpenguin|Peglegpenguin]] 02:40, 31 January 2011 (UTC)&lt;br /&gt;
::::I only tested with a depth of 7/7, since that was the easiest to set up - I'd be curious to see what happens with lower water levels. As for vertical fortifications, a '''constructed''' fortification does not have a floor above it, so you can pour water into it from above, but all fortifications have floors ''beneath'' them. --[[User:Quietust|Quietust]] 02:53, 31 January 2011 (UTC)&lt;br /&gt;
:::::I made a video of me testing this. The dwarf got through at water level 3. I'll need to redo this (I tried it again with elephants, and it didn't work) but for now this is what I have: [http://www.mkv25.net/dfma/movie-2302-fortificationwatertest]. Sorry my movie-making skills suck - I kept moving the cursor near the end.--[[User:Peglegpenguin|Peglegpenguin]] 23:37, 31 January 2011 (UTC)&lt;br /&gt;
::::::I just did a test in Arena mode, and I was unable to pass through a fortification at depth 6/7 - once I filled it to 7/7, I was able to swim right through it. As I also commented on that video, it's possible that flowing water is what pushed your dwarf through - next time, don't add water to the tile in which the dwarf is actually standing. --[[User:Quietust|Quietust]] 19:41, 5 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== submerged fortification ==&lt;br /&gt;
&lt;br /&gt;
Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.--[[User:HYBRID BEING|HYBRID BEING]] 13:15, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Of course the fortification won't block the croc. He can climb out of the water onto the top of it, and back into the water. [[User:GhostDwemer|GhostDwemer]] 16:05, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Change level 1 to:&lt;br /&gt;
 ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
 ░C+∙∙░∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
 ░░░░░░░░░░░&lt;br /&gt;
::: Then you will know for sure... [[Special:Contributions/173.14.75.181|173.14.75.181]] 16:52, 8 November 2010 (UTC)&lt;br /&gt;
:::: Would the croc really be able to climb onto the fortification? There is no floor over it. I checked that, too, though. Placed another fortification above the underwater one - croc swimmed through the submerged one. And i watched it step by step.&lt;br /&gt;
:::: BTW, i saw someone on forum suggesting placing fortification like this to stop monsters from being pushed through:&lt;br /&gt;
      ░░░&lt;br /&gt;
  ░░░░░X░░░░░&lt;br /&gt;
  ░░░R≈░≈R░░░ There is a wall above the submerged fortification, and another fortification above the pillar&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:::: Fat chance, the croc still slaughtered the poor dwarf.--[[User:HYBRID BEING|HYBRID BEING]] 17:50, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma==&lt;br /&gt;
Changed article. Previously, only mentioned water submerged fortifications. This could have suggested that they would still block lava creatures. But I fixed it [[User:HugoLuman|HugoLuman]] 05:31, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fortifications.. are open at the top, allowing liquids to be poured in from above&amp;quot; - is this true? 'cause i've just messed up my drowning chamber with fortifications under the screw pump intake - water cannot be taken out of them, and it appears the space over the top of my 'damp rough limestone block fortification' is now a 'rough limestone block floor' - something which i have not created.so where did it come from?--[[User:DJ Devil|DJ Devil]] 16:57, 27 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mass_pitting&amp;diff=153878</id>
		<title>v0.31 Talk:Mass pitting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mass_pitting&amp;diff=153878"/>
		<updated>2011-10-27T16:43:18Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, so this doesnt work for me. 2 or 3 always end up escaping. i followed the directions to a T, and the creatures that escaped arent even thief types, what did i do wrong?&lt;br /&gt;
:nothing. you didnt do anything wrong. it's a pretty useless guide - about half of the monsters got out for me, so i stationed my military in the top room, and they fell through to the bottom one during combat. the bottom room was a drowning chamber, so they all died. could do with re-thinking this one, guys. could also do with several warnings on the page to the dangers - i didnt see any about normal creatures escaping and/or soldiers falling through the floor hatches in the article--[[User:DJ Devil|DJ Devil]] 16:43, 27 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blue_peafowl&amp;diff=153714</id>
		<title>v0.31 Talk:Blue peafowl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blue_peafowl&amp;diff=153714"/>
		<updated>2011-10-18T15:31:02Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: Created page with '&amp;quot;Peafowl, ducks, and geese are the only common domestic egg-laying animals that can be found in wild populations&amp;quot; - what about turkeys? i've had some of them wander across my map…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Peafowl, ducks, and geese are the only common domestic egg-laying animals that can be found in wild populations&amp;quot; - what about turkeys? i've had some of them wander across my map, on multiple occasions. is this information correct? or were the 'wild turkey gobblers/hens' a bug i had?--[[User:DJ Devil|DJ Devil]] 15:31, 18 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=153615</id>
		<title>v0.31:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=153615"/>
		<updated>2011-10-12T14:42:31Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:26, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge. A dwarf with the {{l|Architect}} labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing {{L|shrub}}s and {{L|tree}}s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat.  The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues.&lt;br /&gt;
Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstrust themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( {{k|b}} - {{k|C}} - {{k|f}}) ) over the water, which you can (but don't have to) then pave over. A {{L|bridge}} may also work, providing the body of water is no more than 10 squares in diameter.&lt;br /&gt;
&lt;br /&gt;
== World Gen Roads ==&lt;br /&gt;
[[Image:WorldRoadsDwarf.png|thumb|An underground dwarf road, created during world gen]]&lt;br /&gt;
&lt;br /&gt;
During {{L|World Generation}} roads are created connecting {{L|Human}} sites.  Also, sufficiently powerful dwarf and goblin civilizations may create underground roads connecting their sites, which may be discovered in caverns after embark.&lt;br /&gt;
&lt;br /&gt;
Roads generated during world gen are 7 tiles wide; bridges have walls on their sides and are 5 tiles wide.&lt;br /&gt;
&lt;br /&gt;
Deconstructing a World Gen Road can be a valuable source of stone blocks in {{L|aquifer}} areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=153571</id>
		<title>v0.31:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=153571"/>
		<updated>2011-10-10T17:57:21Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:26, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge. A dwarf with the {{l|Architect}} labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing {{L|shrub}}s and {{L|tree}}s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat.  The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues.&lt;br /&gt;
Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstrust themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ({{k|b}} &amp;gt; {{k|C}} &amp;gt; {{k|f}}) over the water instead - whilst using up over double the amount of resources than paved roads, they can be built over running/still water and Ice Walls (providing they have a walkable perimiter), and will not deconstruct if the Ice Walls thaw out.&lt;br /&gt;
&lt;br /&gt;
== World Gen Roads ==&lt;br /&gt;
[[Image:WorldRoadsDwarf.png|thumb|An underground dwarf road, created during world gen]]&lt;br /&gt;
&lt;br /&gt;
During {{L|World Generation}} roads are created connecting {{L|Human}} sites.  Also, sufficiently powerful dwarf and goblin civilizations may create underground roads connecting their sites, which may be discovered in caverns after embark.&lt;br /&gt;
&lt;br /&gt;
Roads generated during world gen are 7 tiles wide; bridges have walls on their sides and are 5 tiles wide.&lt;br /&gt;
&lt;br /&gt;
Deconstructing a World Gen Road can be a valuable source of stone blocks in {{L|aquifer}} areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=153570</id>
		<title>v0.31:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=153570"/>
		<updated>2011-10-10T17:06:33Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:26, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge. A dwarf with the {{l|Architect}} labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing {{L|shrub}}s and {{L|tree}}s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat.  The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues.&lt;br /&gt;
Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstrust themselves if the Ice Walls they're built on thaw out.&lt;br /&gt;
&lt;br /&gt;
== World Gen Roads ==&lt;br /&gt;
[[Image:WorldRoadsDwarf.png|thumb|An underground dwarf road, created during world gen]]&lt;br /&gt;
&lt;br /&gt;
During {{L|World Generation}} roads are created connecting {{L|Human}} sites.  Also, sufficiently powerful dwarf and goblin civilizations may create underground roads connecting their sites, which may be discovered in caverns after embark.&lt;br /&gt;
&lt;br /&gt;
Roads generated during world gen are 7 tiles wide; bridges have walls on their sides and are 5 tiles wide.&lt;br /&gt;
&lt;br /&gt;
Deconstructing a World Gen Road can be a valuable source of stone blocks in {{L|aquifer}} areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=149164</id>
		<title>v0.31 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=149164"/>
		<updated>2011-05-13T16:00:40Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Civilization leaders disappear after a siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Siege Issues ==&lt;br /&gt;
My local human civ sent a diplomat. I was ecstatic, as this was the first time I'd had a fort live this long. He died immediately. Probably due to old age, just like what happened the first time I tried Adventurer mode...&lt;br /&gt;
&lt;br /&gt;
A year or two later, the humans sent a squad or two to &amp;quot;besiege&amp;quot; me; they have a campfire on the map border and are just sitting there. They aren't taking any bait I throw at them, and they aren't entering via my industrial strength siege entrance. I guess this means their siege behavior from 40d is still there.&lt;br /&gt;
&lt;br /&gt;
By the way, the announcement I received when they arrived was different from the &amp;quot;vile force of darkness&amp;quot; text. I don't remember what it was, exactly, as I immediately went to work scrambling my defenses and populating my burrows. I'm sure they'll send another siege later, in which case I can transcribe it.&lt;br /&gt;
&lt;br /&gt;
I will happily tick off the Elves to get them to send a siege if that'd be helpful, since I have a food economy and they don't want my plant barrels... While they don't seem to mind when their caravans die in a freak flooding accident that only affects my trade depot, I'm sure I can be a bit more offensive if I put my mind to it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Solra Bizna|Solra Bizna]] 07:49, 8 July 2010 (UTC)&lt;br /&gt;
:The message you got was probably &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;, the same as in 40d. --[[User:Quietust|Quietust]] 12:40, 8 July 2010 (UTC)&lt;br /&gt;
::Yes, that was it, more or less exactly. --[[User:Solra Bizna|Solra Bizna]] 18:17, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just had a human siege, they idled at the corner of the map for quite some time (not exactly sure, roughly a full season), then they started moving. EDIT: They just patrolled around a bit, now they have returned to the edge and are idling, again.--[[Special:Contributions/92.231.165.116|92.231.165.116]] 01:16, 4 August 2010 (UTC)&lt;br /&gt;
:I have a goblin siege exhibiting the same behavior. Little bastards are just sitting there, watching me...&lt;br /&gt;
&lt;br /&gt;
Probably not very important - I had a siege, and an enemy on a retracting bridge landed on a tree. Couldn't build to it (interrupted by goblin spearman), and gave up on figuring out how to use rangers, so I left it. Because the goblin didn't leave, the siege tag didn't either. Then another siege started, and ended, finally deleting the siege tag. Kind of normal method of tracking sieges - turn on when starts, turn off when ends. Turn on when on does nothing. There are never two sieges. Sieges can start while others are still going (although I don't know if there is any other mechanism, like a minimum time delay between sieges).--[[User:Peglegpenguin|Peglegpenguin]] 04:43, 12 August 2010 (UTC)&lt;br /&gt;
:&amp;quot;There are never two sieges.&amp;quot; About two weeks ago I had a human and goblin siege going on at once. At first I just figured it was the humans starting while the goblins ended, but I waited it out for a full season and they both were still there, and even intermingled without fighting.[[User:Psychobones|Psychobones]] 00:13, 29 August 2010 (UTC)&lt;br /&gt;
::Are you sure that the humans weren't part of the goblin civilization? Often goblins kidnap human children, raise them, and then put them in their military. Also, when I said there were never two sieges, I meant that the game acts like there's one siege, regardless of how many are occurring at once. When any one siege ends, the siege tag goes away, even if ten other sieges are still going on. Also, sieges are probably always separated out in the legends, just with overlapping dates if sieges occur simultaneously.--[[User:Peglegpenguin|Peglegpenguin]] 17:05, 31 August 2010 (UTC)&lt;br /&gt;
:::I'm positive that this happened to me.  In a perfect storm, I had a goblin siege, a giant, multiple kobold ambushes, and humans siege all at the same time.  The humans arrived first and gave a different message than &amp;quot;A vile force of darkness has arrived!&amp;quot;  Instead it was &amp;quot;The enemy have come and are laying siege to the fortress.&amp;quot;  Ten real-minutes later I got the usual &amp;quot;A vile force of darkness has arrived!&amp;quot; when the goblins showed.  As Psychobones reports, they coexisted peacefully.  The siege tag was not lifted until the humans had been dealt with, though the goblin siege had been broken long before that.  This was in a vanilla .12 game.  --[[User:Jwest23|Jwest23]] 19:44, 31 August 2010 (UTC)&lt;br /&gt;
::::I've also had multiple sieges (human and goblin) at the same time, coexisting peacefully.  They also seem to ignore ambushers and thieves.  However, when I had a Hydra show up in the middle of a human siege, the humans attacked the Hydra. [[Special:Contributions/71.192.119.21|71.192.119.21]] 17:42, 20 October 2010 (UTC)  &lt;br /&gt;
:::::Confirmation on having active human and goblin sieges. Except in my case, they're killing each other.&lt;br /&gt;
::::::The limit is per entity, FYI. So you can ''can'' have an Elven, Goblin and Human siege all at once. --[[User:Naros|Naros]] 15:54, 22 March 2011 (UTC)&lt;br /&gt;
Not sure if it's an bug or just new siege behavior, but I'm not getting goblin sieges since 31.21, only multiple ambushes - 3-4 goblin squads appear from different entry points at the same time. Somebody getting this as well? --[[User:Dunenkoff|Dunenkoff]] 14:52, 25 March 2011 (UTC)&lt;br /&gt;
:::::::After experimenting (savescumming :P) a bit (in 31.25), I found that on a certain dwarven day, I had a chance to get either an ambush with several squads or a full-fledged siege with trolls. Maybe you just got (un)lucky and got an ambush instead. I only got the siege twice, while i got the ambush about 6-7 times, so I deduced that the chance of getting an ambush is much higher than getting a siege. I'm not too sure though, my fort is pretty young, so maybe the chance of getting a siege gets higher when you piss them off more.... --[[Special:Contributions/202.156.13.10|202.156.13.10]] 10:22, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Killing Their Young ==&lt;br /&gt;
Just now I observed something pretty peculiar. One of the humans' mounts in a long term siege, a war grizzly bear, gave birth to a cub... Then the entire group proceeded to tear it apart! As soon as it was born, the siege jumped the poor newborn cub. Presumably, even the mother joined in the melee. I'd assume that because the cub was born on my map, it registered as one of my animals? Or perhaps they didn't want to bring a newborn grizzly back with them? Either way, very interesting behavior. UPDATE: They've killed 4 camel calves and 2 bears now. It seems like all of their mounts are pregnant. --[[User:Aussiemon|Aussiemon]] 01:06, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ramping Up Numbers? ==&lt;br /&gt;
Does anybody know about the increases in the besieging army size over time? With goblins, there have been more each time. Is it a linear increase or exponential? I just barely held off 85 goblins and trolls (my army had been decimated by suffocation for unknown reasons and all I had was 10 military and weak front door defenses) and I'm wondering if the next time will be 100 or 150. (Currently the dwarves are working on a drawbridge next to the archers tower, which should work, unless the goblins learn to fly on mounts or bring building destroyers. Fun for all!) --[[User:Dwarvenjames|Dwarvenjames]] 20:16, 13 November 2010 (UTC)&lt;br /&gt;
:Eh, ok it didn't ramp up too much at all (thank Toady for drawbridges!). But I did get a second goblin siege in the middle of the first. I have no functioning military anymore, and over 20% of the dwarves are in the hospital... Oh, Urist McInjured, grow some new legs like cave lobsters do already!--[[User:Dwarvenjames|Dwarvenjames]] 01:31, 15 November 2010 (UTC)&lt;br /&gt;
:The intensity seems to have gone up. I got three snatching attempts, two ambushes, and a siege in the same month. All Goblins.17:22, 26 February 2011 (UTC)~&lt;br /&gt;
&lt;br /&gt;
== Waiting for the sieges ==&lt;br /&gt;
I've been playing for about 5-6 years, and, although several caravans, and kobold thieves have come and go, I've never seen a single goblin snatcher or any siege at all. Elves also apparently do not exist. Is this because goblins were not in my world in worldgen or something? I'm sure I created it with &amp;quot;INVADERS:ON&amp;quot; &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:201.29.167.214|201.29.167.214]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It's possible you embarked in an area that just doesn't have Elves/Goblins.  This frequently happens if you embark on a smaller island with no connection to the mainland.  --[[User:MisterB777|MisterB777]] 00:10, 18 December 2010 (UTC)&lt;br /&gt;
::I've even seen it on large continents where some areas are cut off by 'impassible' mountains.17:21, 26 February 2011 (UTC)&lt;br /&gt;
::Isn't that how actual seiges are? Starve them out? Either it's a bug of the AI from your map, or Toady is going full out on us&lt;br /&gt;
&lt;br /&gt;
== Goblin mutinee ==&lt;br /&gt;
&lt;br /&gt;
I just had a goblin siege with about 4 squads, 40 goblins or so and I noticed that their leader showed up to the siege commanding a squad of archers. Strangely enough though, they turned around straight away and killed him. Anyone else get similar behaviour?&lt;br /&gt;
--[[Special:Contributions/121.218.43.234|121.218.43.234]] 09:11, 27 March 2011 (UTC)&lt;br /&gt;
:That apparently happened sometimes in .22, but has been fixed in .23. [[Special:Contributions/99.251.236.39|99.251.236.39]] 10:28, 27 March 2011 (UTC)&lt;br /&gt;
::I've seen it in .24. IIRC the release notes mentioned that the behavior had been reduced, not removed. Still, it was nice to Goblin law giver whipped to pieces by his own gobbos.--[[User:Mirthmanor|Mirthmanor]] 03:07, 7 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== List of mounts ==&lt;br /&gt;
&lt;br /&gt;
Should there be an absolute list of mounts to expect in the main article for each army?&lt;br /&gt;
&lt;br /&gt;
== Civilization leaders disappear after a siege ==&lt;br /&gt;
&lt;br /&gt;
This has happened as lately as 31.24. Whenever a leader comes to lead the fight, he could live and leave the site, but he doesn't appear in the civilization list anymore. Is this a bug, or does his civilization oust him for failing?&lt;br /&gt;
:Legends (31.25) show, what a civilization will get a new king/queen and a new general after any siege.&lt;br /&gt;
::er, i've not got as far as ^ that, but it's similar - the goblin leader (&amp;quot;an enormous pangolin twisted into humanoid form blah blah. beware it's deadly blood!&amp;quot;) has come in a siege (i didnt know this was possible - i've never noticed before (possibly 'cause this guy isnt goblin, but w/e)), and after beating a few dwarves with 'dwarf bone crown's and such, has run inside my fort and is basically just interrupting everyone from doing their work. i have 3 squads of somewhat trained dwarves chasing him, and everytime they stab/spike/shoot/hammer/whatever him for a few seconds, he manages to escape, and then starts healing his wounds! he's also managing to dodge absolutely countless attacks, and thus isnt going to be dying anytime soon. is this a bug? or is my military just not up to the job of killing him (despite killing almost everyone who came with him)? i dont even think, if i left him, he'd disappear out the door.. has anyone managed to kill him before? what happens? i'm curious ;(--[[User:DJ Devil|DJ Devil]] 15:35, 10 May 2011 (UTC)&lt;br /&gt;
::dm.. i left it running whilst i went afk, they killed him eventually (after no-less than 97 pages of report.. lol), and it simply says 'this land has no important leaders' under 'goblin' on the 'civilisation' screen. not sure when he'll be replaced, but it isnt immediately.--[[User:DJ Devil|DJ Devil]] 16:15, 10 May 2011 (UTC)&lt;br /&gt;
:soo.. i save-scummed after ^ that, and got another siege. this time though, the leader was on a cave croc who walked him into a pond where he sat for a while (he wasnt drowning. not sure why), and let everyone else (apart from his own troupe) get killed. after the third group (out of 3, not including the 'law-givers' group), he decided to run off screen with the rest of his men, and the siege ended. the same 'this land has no important leaders' is now in the 'goblin' sub-menu in the 'civilisation' screen. i'll try to check regularly, and see when it changes.--[[User:DJ Devil|DJ Devil]] 16:00, 13 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=149155</id>
		<title>v0.31 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=149155"/>
		<updated>2011-05-13T13:44:20Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Bolt Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Maces as ammo?==&lt;br /&gt;
I just saw an engraving in my fort that claims a goblin was mortally wounded by a steel mace shot out of a bismuth bronze crossbow... anybody seen this sort of thing happen? --[[User:Octorok|Octorok]] 21:15, 25 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wooden and bone bolts aren't supposed to be effective against armor, it's unrealistic.==&lt;br /&gt;
I saw on the list of bugs concerning the effectiveness of armor, saying that it's useless against armor and some creatures. It's not supposed to be effective. Only an idiot could actually believe that wood or bone could put a hole in chain mail or plate armor. Same goes for gold, silver, and other soft metals. Remove this &amp;quot;bug&amp;quot; from the list before you damage your credibility further.&lt;br /&gt;
:New at wikis, eh?19:52, 26 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Starting with bolts at embark==&lt;br /&gt;
When buying bolts from the [[df2010:starting build|&amp;quot;prepare for the journey carefully&amp;quot;]] screen, they come in [[stack]]s of 5. Interesting...--[[User:Albedo|Albedo]] 05:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolt Quality==&lt;br /&gt;
Does bolt quality have any effect on combat effectiveness? or does it just affect value? --[[User:Shabang50|Shabang50]] 17:02, 2 May 2010 (UTC)&lt;br /&gt;
:does anyone have an answer for this? i'd be asking the same question--[[User:DJ Devil|DJ Devil]] 13:44, 13 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .31.09 ==&lt;br /&gt;
Need some testing with the new values to see how they work now. [[User:Richards|Richards]] 22:15, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Made by who? ==&lt;br /&gt;
Metal bolts are made by weaponsmiths or bowyers? --[[User:Romeofalling|Romeofalling]] 04:30, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Weaponsmiths.  See {{L|Bowyer}} for full details.  Probably either that info should be repeated here, or (preferably I think) this page merged with {{L|Crossbow}}. [[User:Bognor|Bognor]] 12:28, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Encrust Ammo==&lt;br /&gt;
Is there any reason that you would want to encrust ammo with gems? I can only think of trading them but they are much more valuable as ammunition.--[[Special:Contributions/98.193.70.214|98.193.70.214]] 15:25, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Friendly Fire==&lt;br /&gt;
is this an issue? e.g. if i have a melee of goblins and dwarves fighting in an enclosed space, will my marksdwarves hiding behind nearby fortifications hit, injure or kill dwarves by accident? and if so, would it still be likely to occur if the marksdwarves are trained?--[[User:DJ Devil|DJ Devil]] 02:51, 15 December 2010 (UTC)&lt;br /&gt;
:This is untested, but I believe FF is a danger. From what I can tell, DF does calculate a full trajectory for weapons, and this game doesn't pull punches. --[[User:Waladil|Waladil]] 14:02, 21 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crossbow&amp;diff=149154</id>
		<title>v0.31 Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crossbow&amp;diff=149154"/>
		<updated>2011-05-13T13:43:41Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Any information on how to make you hunter wields (assign) the crossbow?. Once you create it, will you dwarf just go and pick one up? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xacto|Xacto]]&amp;lt;/small&amp;gt;&lt;br /&gt;
** Hunters (with the Hunting labor active) will automatically grab a crossbow, just like woodcutters will automatically grab an axe.  Military dwarves will need to be assigned to use a ranged weapon (or that specific weapon), before they go and pick it up. --[[User:DeMatt|DeMatt]] 06:50, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Does the material of the crossbow affect its ranged damage? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:78.148.247.25|78.148.247.25]]&amp;lt;/small&amp;gt;&lt;br /&gt;
** To the best of my knowledge, no.  The material will only affect the damage the crossbow does when the wielder decides to club enemies with it. --[[User:DeMatt|DeMatt]] 06:50, 27 September 2010 (UTC)&lt;br /&gt;
***what IS the range of a standard crossbow? 'cause i've been told it was about 20 tiles, but i've seen my guys firing at something 25-30 tiles away. i didnt check if they were using masterwork crossbows or standard, but if the quality affects the accuracy, it's not unreasonable to assume it also affects the range, too?--[[User:DJ Devil|DJ Devil]] 01:21, 20 December 2010 (UTC)&lt;br /&gt;
**** I've witnessed that my most skilled marksdwarf shooting from beyond 25 tiles while the others around him did not even try. I didn't check the quality of his crossbow compared to the others' though, nor the kind of bolts they all had. Might be interesting to try.--[[User:NMO|NMO]] 05:27, 19 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*It seems as if the Archer skill affects melee damage. I tested this just now, but I'm still using v. 31.12, so verification would be nice. --[[User:Artifakt|Artifakt]] 12:20, 17 October 2010&lt;br /&gt;
&lt;br /&gt;
* Is it known if marksdwarves are submitted to friendly-fire ? I've never seen it, even in pretty packed spaces with several dwarves on one tile, but I certainly would like to be sure. --[[User:NMO|NMO]] 05:27, 19 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can a dwarf aim and shoot his crossbow down a z level at an enemy on a lower level?&lt;br /&gt;
:Yes. However, the change in z-level counts as an additional tile when calculating the range, so marksdwarves can shoot further on flat ground then they can up or '''down''' hills. Also, targets that are too close to a wall the player is shooting off of may be blocked from view, and thus not targetable. [[User:Gentgeen|Gentgeen]] 08:15, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
the 'bolts' link in the 'Crossbows in Ranged Combat' section just links back to this page, when there is a separate 'bolt' wikipage. i would happily fix this if i knew how to--[[User:DJ Devil|DJ Devil]] 13:43, 13 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=149016</id>
		<title>v0.31 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=149016"/>
		<updated>2011-05-10T16:15:05Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Civilization leaders disappear after a siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Siege Issues ==&lt;br /&gt;
My local human civ sent a diplomat. I was ecstatic, as this was the first time I'd had a fort live this long. He died immediately. Probably due to old age, just like what happened the first time I tried Adventurer mode...&lt;br /&gt;
&lt;br /&gt;
A year or two later, the humans sent a squad or two to &amp;quot;besiege&amp;quot; me; they have a campfire on the map border and are just sitting there. They aren't taking any bait I throw at them, and they aren't entering via my industrial strength siege entrance. I guess this means their siege behavior from 40d is still there.&lt;br /&gt;
&lt;br /&gt;
By the way, the announcement I received when they arrived was different from the &amp;quot;vile force of darkness&amp;quot; text. I don't remember what it was, exactly, as I immediately went to work scrambling my defenses and populating my burrows. I'm sure they'll send another siege later, in which case I can transcribe it.&lt;br /&gt;
&lt;br /&gt;
I will happily tick off the Elves to get them to send a siege if that'd be helpful, since I have a food economy and they don't want my plant barrels... While they don't seem to mind when their caravans die in a freak flooding accident that only affects my trade depot, I'm sure I can be a bit more offensive if I put my mind to it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Solra Bizna|Solra Bizna]] 07:49, 8 July 2010 (UTC)&lt;br /&gt;
:The message you got was probably &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;, the same as in 40d. --[[User:Quietust|Quietust]] 12:40, 8 July 2010 (UTC)&lt;br /&gt;
::Yes, that was it, more or less exactly. --[[User:Solra Bizna|Solra Bizna]] 18:17, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just had a human siege, they idled at the corner of the map for quite some time (not exactly sure, roughly a full season), then they started moving. EDIT: They just patrolled around a bit, now they have returned to the edge and are idling, again.--[[Special:Contributions/92.231.165.116|92.231.165.116]] 01:16, 4 August 2010 (UTC)&lt;br /&gt;
:I have a goblin siege exhibiting the same behavior. Little bastards are just sitting there, watching me...&lt;br /&gt;
&lt;br /&gt;
Probably not very important - I had a siege, and an enemy on a retracting bridge landed on a tree. Couldn't build to it (interrupted by goblin spearman), and gave up on figuring out how to use rangers, so I left it. Because the goblin didn't leave, the siege tag didn't either. Then another siege started, and ended, finally deleting the siege tag. Kind of normal method of tracking sieges - turn on when starts, turn off when ends. Turn on when on does nothing. There are never two sieges. Sieges can start while others are still going (although I don't know if there is any other mechanism, like a minimum time delay between sieges).--[[User:Peglegpenguin|Peglegpenguin]] 04:43, 12 August 2010 (UTC)&lt;br /&gt;
:&amp;quot;There are never two sieges.&amp;quot; About two weeks ago I had a human and goblin siege going on at once. At first I just figured it was the humans starting while the goblins ended, but I waited it out for a full season and they both were still there, and even intermingled without fighting.[[User:Psychobones|Psychobones]] 00:13, 29 August 2010 (UTC)&lt;br /&gt;
::Are you sure that the humans weren't part of the goblin civilization? Often goblins kidnap human children, raise them, and then put them in their military. Also, when I said there were never two sieges, I meant that the game acts like there's one siege, regardless of how many are occurring at once. When any one siege ends, the siege tag goes away, even if ten other sieges are still going on. Also, sieges are probably always separated out in the legends, just with overlapping dates if sieges occur simultaneously.--[[User:Peglegpenguin|Peglegpenguin]] 17:05, 31 August 2010 (UTC)&lt;br /&gt;
:::I'm positive that this happened to me.  In a perfect storm, I had a goblin siege, a giant, multiple kobold ambushes, and humans siege all at the same time.  The humans arrived first and gave a different message than &amp;quot;A vile force of darkness has arrived!&amp;quot;  Instead it was &amp;quot;The enemy have come and are laying siege to the fortress.&amp;quot;  Ten real-minutes later I got the usual &amp;quot;A vile force of darkness has arrived!&amp;quot; when the goblins showed.  As Psychobones reports, they coexisted peacefully.  The siege tag was not lifted until the humans had been dealt with, though the goblin siege had been broken long before that.  This was in a vanilla .12 game.  --[[User:Jwest23|Jwest23]] 19:44, 31 August 2010 (UTC)&lt;br /&gt;
::::I've also had multiple sieges (human and goblin) at the same time, coexisting peacefully.  They also seem to ignore ambushers and thieves.  However, when I had a Hydra show up in the middle of a human siege, the humans attacked the Hydra. [[Special:Contributions/71.192.119.21|71.192.119.21]] 17:42, 20 October 2010 (UTC)  &lt;br /&gt;
:::::Confirmation on having active human and goblin sieges. Except in my case, they're killing each other.&lt;br /&gt;
::::::The limit is per entity, FYI. So you can ''can'' have an Elven, Goblin and Human siege all at once. --[[User:Naros|Naros]] 15:54, 22 March 2011 (UTC)&lt;br /&gt;
Not sure if it's an bug or just new siege behavior, but I'm not getting goblin sieges since 31.21, only multiple ambushes - 3-4 goblin squads appear from different entry points at the same time. Somebody getting this as well? --[[User:Dunenkoff|Dunenkoff]] 14:52, 25 March 2011 (UTC)&lt;br /&gt;
:::::::After experimenting (savescumming :P) a bit (in 31.25), I found that on a certain dwarven day, I had a chance to get either an ambush with several squads or a full-fledged siege with trolls. Maybe you just got (un)lucky and got an ambush instead. I only got the siege twice, while i got the ambush about 6-7 times, so I deduced that the chance of getting an ambush is much higher than getting a siege. I'm not too sure though, my fort is pretty young, so maybe the chance of getting a siege gets higher when you piss them off more.... --[[Special:Contributions/202.156.13.10|202.156.13.10]] 10:22, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Killing Their Young ==&lt;br /&gt;
Just now I observed something pretty peculiar. One of the humans' mounts in a long term siege, a war grizzly bear, gave birth to a cub... Then the entire group proceeded to tear it apart! As soon as it was born, the siege jumped the poor newborn cub. Presumably, even the mother joined in the melee. I'd assume that because the cub was born on my map, it registered as one of my animals? Or perhaps they didn't want to bring a newborn grizzly back with them? Either way, very interesting behavior. UPDATE: They've killed 4 camel calves and 2 bears now. It seems like all of their mounts are pregnant. --[[User:Aussiemon|Aussiemon]] 01:06, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ramping Up Numbers? ==&lt;br /&gt;
Does anybody know about the increases in the besieging army size over time? With goblins, there have been more each time. Is it a linear increase or exponential? I just barely held off 85 goblins and trolls (my army had been decimated by suffocation for unknown reasons and all I had was 10 military and weak front door defenses) and I'm wondering if the next time will be 100 or 150. (Currently the dwarves are working on a drawbridge next to the archers tower, which should work, unless the goblins learn to fly on mounts or bring building destroyers. Fun for all!) --[[User:Dwarvenjames|Dwarvenjames]] 20:16, 13 November 2010 (UTC)&lt;br /&gt;
:Eh, ok it didn't ramp up too much at all (thank Toady for drawbridges!). But I did get a second goblin siege in the middle of the first. I have no functioning military anymore, and over 20% of the dwarves are in the hospital... Oh, Urist McInjured, grow some new legs like cave lobsters do already!--[[User:Dwarvenjames|Dwarvenjames]] 01:31, 15 November 2010 (UTC)&lt;br /&gt;
:The intensity seems to have gone up. I got three snatching attempts, two ambushes, and a siege in the same month. All Goblins.17:22, 26 February 2011 (UTC)~&lt;br /&gt;
&lt;br /&gt;
== Waiting for the sieges ==&lt;br /&gt;
I've been playing for about 5-6 years, and, although several caravans, and kobold thieves have come and go, I've never seen a single goblin snatcher or any siege at all. Elves also apparently do not exist. Is this because goblins were not in my world in worldgen or something? I'm sure I created it with &amp;quot;INVADERS:ON&amp;quot; &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:201.29.167.214|201.29.167.214]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It's possible you embarked in an area that just doesn't have Elves/Goblins.  This frequently happens if you embark on a smaller island with no connection to the mainland.  --[[User:MisterB777|MisterB777]] 00:10, 18 December 2010 (UTC)&lt;br /&gt;
::I've even seen it on large continents where some areas are cut off by 'impassible' mountains.17:21, 26 February 2011 (UTC)&lt;br /&gt;
::Isn't that how actual seiges are? Starve them out? Either it's a bug of the AI from your map, or Toady is going full out on us&lt;br /&gt;
&lt;br /&gt;
== Goblin mutinee ==&lt;br /&gt;
&lt;br /&gt;
I just had a goblin siege with about 4 squads, 40 goblins or so and I noticed that their leader showed up to the siege commanding a squad of archers. Strangely enough though, they turned around straight away and killed him. Anyone else get similar behaviour?&lt;br /&gt;
--[[Special:Contributions/121.218.43.234|121.218.43.234]] 09:11, 27 March 2011 (UTC)&lt;br /&gt;
:That apparently happened sometimes in .22, but has been fixed in .23. [[Special:Contributions/99.251.236.39|99.251.236.39]] 10:28, 27 March 2011 (UTC)&lt;br /&gt;
::I've seen it in .24. IIRC the release notes mentioned that the behavior had been reduced, not removed. Still, it was nice to Goblin law giver whipped to pieces by his own gobbos.--[[User:Mirthmanor|Mirthmanor]] 03:07, 7 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== List of mounts ==&lt;br /&gt;
&lt;br /&gt;
Should there be an absolute list of mounts to expect in the main article for each army?&lt;br /&gt;
&lt;br /&gt;
== Civilization leaders disappear after a siege ==&lt;br /&gt;
&lt;br /&gt;
This has happened as lately as 31.24. Whenever a leader comes to lead the fight, he could live and leave the site, but he doesn't appear in the civilization list anymore. Is this a bug, or does his civilization oust him for failing?&lt;br /&gt;
:Legends (31.25) show, what a civilization will get a new king/queen and a new general after any siege.&lt;br /&gt;
::er, i've not got as far as ^ that, but it's similar - the goblin leader (&amp;quot;an enormous pangolin twisted into humanoid form blah blah. beware it's deadly blood!&amp;quot;) has come in a siege (i didnt know this was possible - i've never noticed before (possibly 'cause this guy isnt goblin, but w/e)), and after beating a few dwarves with 'dwarf bone crown's and such, has run inside my fort and is basically just interrupting everyone from doing their work. i have 3 squads of somewhat trained dwarves chasing him, and everytime they stab/spike/shoot/hammer/whatever him for a few seconds, he manages to escape, and then starts healing his wounds! he's also managing to dodge absolutely countless attacks, and thus isnt going to be dying anytime soon. is this a bug? or is my military just not up to the job of killing him (despite killing almost everyone who came with him)? i dont even think, if i left him, he'd disappear out the door.. has anyone managed to kill him before? what happens? i'm curious ;(--[[User:DJ Devil|DJ Devil]] 15:35, 10 May 2011 (UTC)&lt;br /&gt;
::dm.. i left it running whilst i went afk, they killed him eventually (after no-less than 97 pages of report.. lol), and it simply says 'this land has no important leaders' under 'goblin' on the 'civilisation' screen. not sure when he'll be replaced, but it isnt immediately.--[[User:DJ Devil|DJ Devil]] 16:15, 10 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=149007</id>
		<title>v0.31 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=149007"/>
		<updated>2011-05-10T15:35:38Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Civilization leaders disappear after a siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Siege Issues ==&lt;br /&gt;
My local human civ sent a diplomat. I was ecstatic, as this was the first time I'd had a fort live this long. He died immediately. Probably due to old age, just like what happened the first time I tried Adventurer mode...&lt;br /&gt;
&lt;br /&gt;
A year or two later, the humans sent a squad or two to &amp;quot;besiege&amp;quot; me; they have a campfire on the map border and are just sitting there. They aren't taking any bait I throw at them, and they aren't entering via my industrial strength siege entrance. I guess this means their siege behavior from 40d is still there.&lt;br /&gt;
&lt;br /&gt;
By the way, the announcement I received when they arrived was different from the &amp;quot;vile force of darkness&amp;quot; text. I don't remember what it was, exactly, as I immediately went to work scrambling my defenses and populating my burrows. I'm sure they'll send another siege later, in which case I can transcribe it.&lt;br /&gt;
&lt;br /&gt;
I will happily tick off the Elves to get them to send a siege if that'd be helpful, since I have a food economy and they don't want my plant barrels... While they don't seem to mind when their caravans die in a freak flooding accident that only affects my trade depot, I'm sure I can be a bit more offensive if I put my mind to it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Solra Bizna|Solra Bizna]] 07:49, 8 July 2010 (UTC)&lt;br /&gt;
:The message you got was probably &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;, the same as in 40d. --[[User:Quietust|Quietust]] 12:40, 8 July 2010 (UTC)&lt;br /&gt;
::Yes, that was it, more or less exactly. --[[User:Solra Bizna|Solra Bizna]] 18:17, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just had a human siege, they idled at the corner of the map for quite some time (not exactly sure, roughly a full season), then they started moving. EDIT: They just patrolled around a bit, now they have returned to the edge and are idling, again.--[[Special:Contributions/92.231.165.116|92.231.165.116]] 01:16, 4 August 2010 (UTC)&lt;br /&gt;
:I have a goblin siege exhibiting the same behavior. Little bastards are just sitting there, watching me...&lt;br /&gt;
&lt;br /&gt;
Probably not very important - I had a siege, and an enemy on a retracting bridge landed on a tree. Couldn't build to it (interrupted by goblin spearman), and gave up on figuring out how to use rangers, so I left it. Because the goblin didn't leave, the siege tag didn't either. Then another siege started, and ended, finally deleting the siege tag. Kind of normal method of tracking sieges - turn on when starts, turn off when ends. Turn on when on does nothing. There are never two sieges. Sieges can start while others are still going (although I don't know if there is any other mechanism, like a minimum time delay between sieges).--[[User:Peglegpenguin|Peglegpenguin]] 04:43, 12 August 2010 (UTC)&lt;br /&gt;
:&amp;quot;There are never two sieges.&amp;quot; About two weeks ago I had a human and goblin siege going on at once. At first I just figured it was the humans starting while the goblins ended, but I waited it out for a full season and they both were still there, and even intermingled without fighting.[[User:Psychobones|Psychobones]] 00:13, 29 August 2010 (UTC)&lt;br /&gt;
::Are you sure that the humans weren't part of the goblin civilization? Often goblins kidnap human children, raise them, and then put them in their military. Also, when I said there were never two sieges, I meant that the game acts like there's one siege, regardless of how many are occurring at once. When any one siege ends, the siege tag goes away, even if ten other sieges are still going on. Also, sieges are probably always separated out in the legends, just with overlapping dates if sieges occur simultaneously.--[[User:Peglegpenguin|Peglegpenguin]] 17:05, 31 August 2010 (UTC)&lt;br /&gt;
:::I'm positive that this happened to me.  In a perfect storm, I had a goblin siege, a giant, multiple kobold ambushes, and humans siege all at the same time.  The humans arrived first and gave a different message than &amp;quot;A vile force of darkness has arrived!&amp;quot;  Instead it was &amp;quot;The enemy have come and are laying siege to the fortress.&amp;quot;  Ten real-minutes later I got the usual &amp;quot;A vile force of darkness has arrived!&amp;quot; when the goblins showed.  As Psychobones reports, they coexisted peacefully.  The siege tag was not lifted until the humans had been dealt with, though the goblin siege had been broken long before that.  This was in a vanilla .12 game.  --[[User:Jwest23|Jwest23]] 19:44, 31 August 2010 (UTC)&lt;br /&gt;
::::I've also had multiple sieges (human and goblin) at the same time, coexisting peacefully.  They also seem to ignore ambushers and thieves.  However, when I had a Hydra show up in the middle of a human siege, the humans attacked the Hydra. [[Special:Contributions/71.192.119.21|71.192.119.21]] 17:42, 20 October 2010 (UTC)  &lt;br /&gt;
:::::Confirmation on having active human and goblin sieges. Except in my case, they're killing each other.&lt;br /&gt;
::::::The limit is per entity, FYI. So you can ''can'' have an Elven, Goblin and Human siege all at once. --[[User:Naros|Naros]] 15:54, 22 March 2011 (UTC)&lt;br /&gt;
Not sure if it's an bug or just new siege behavior, but I'm not getting goblin sieges since 31.21, only multiple ambushes - 3-4 goblin squads appear from different entry points at the same time. Somebody getting this as well? --[[User:Dunenkoff|Dunenkoff]] 14:52, 25 March 2011 (UTC)&lt;br /&gt;
:::::::After experimenting (savescumming :P) a bit (in 31.25), I found that on a certain dwarven day, I had a chance to get either an ambush with several squads or a full-fledged siege with trolls. Maybe you just got (un)lucky and got an ambush instead. I only got the siege twice, while i got the ambush about 6-7 times, so I deduced that the chance of getting an ambush is much higher than getting a siege. I'm not too sure though, my fort is pretty young, so maybe the chance of getting a siege gets higher when you piss them off more.... --[[Special:Contributions/202.156.13.10|202.156.13.10]] 10:22, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Killing Their Young ==&lt;br /&gt;
Just now I observed something pretty peculiar. One of the humans' mounts in a long term siege, a war grizzly bear, gave birth to a cub... Then the entire group proceeded to tear it apart! As soon as it was born, the siege jumped the poor newborn cub. Presumably, even the mother joined in the melee. I'd assume that because the cub was born on my map, it registered as one of my animals? Or perhaps they didn't want to bring a newborn grizzly back with them? Either way, very interesting behavior. UPDATE: They've killed 4 camel calves and 2 bears now. It seems like all of their mounts are pregnant. --[[User:Aussiemon|Aussiemon]] 01:06, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ramping Up Numbers? ==&lt;br /&gt;
Does anybody know about the increases in the besieging army size over time? With goblins, there have been more each time. Is it a linear increase or exponential? I just barely held off 85 goblins and trolls (my army had been decimated by suffocation for unknown reasons and all I had was 10 military and weak front door defenses) and I'm wondering if the next time will be 100 or 150. (Currently the dwarves are working on a drawbridge next to the archers tower, which should work, unless the goblins learn to fly on mounts or bring building destroyers. Fun for all!) --[[User:Dwarvenjames|Dwarvenjames]] 20:16, 13 November 2010 (UTC)&lt;br /&gt;
:Eh, ok it didn't ramp up too much at all (thank Toady for drawbridges!). But I did get a second goblin siege in the middle of the first. I have no functioning military anymore, and over 20% of the dwarves are in the hospital... Oh, Urist McInjured, grow some new legs like cave lobsters do already!--[[User:Dwarvenjames|Dwarvenjames]] 01:31, 15 November 2010 (UTC)&lt;br /&gt;
:The intensity seems to have gone up. I got three snatching attempts, two ambushes, and a siege in the same month. All Goblins.17:22, 26 February 2011 (UTC)~&lt;br /&gt;
&lt;br /&gt;
== Waiting for the sieges ==&lt;br /&gt;
I've been playing for about 5-6 years, and, although several caravans, and kobold thieves have come and go, I've never seen a single goblin snatcher or any siege at all. Elves also apparently do not exist. Is this because goblins were not in my world in worldgen or something? I'm sure I created it with &amp;quot;INVADERS:ON&amp;quot; &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:201.29.167.214|201.29.167.214]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It's possible you embarked in an area that just doesn't have Elves/Goblins.  This frequently happens if you embark on a smaller island with no connection to the mainland.  --[[User:MisterB777|MisterB777]] 00:10, 18 December 2010 (UTC)&lt;br /&gt;
::I've even seen it on large continents where some areas are cut off by 'impassible' mountains.17:21, 26 February 2011 (UTC)&lt;br /&gt;
::Isn't that how actual seiges are? Starve them out? Either it's a bug of the AI from your map, or Toady is going full out on us&lt;br /&gt;
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== Goblin mutinee ==&lt;br /&gt;
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I just had a goblin siege with about 4 squads, 40 goblins or so and I noticed that their leader showed up to the siege commanding a squad of archers. Strangely enough though, they turned around straight away and killed him. Anyone else get similar behaviour?&lt;br /&gt;
--[[Special:Contributions/121.218.43.234|121.218.43.234]] 09:11, 27 March 2011 (UTC)&lt;br /&gt;
:That apparently happened sometimes in .22, but has been fixed in .23. [[Special:Contributions/99.251.236.39|99.251.236.39]] 10:28, 27 March 2011 (UTC)&lt;br /&gt;
::I've seen it in .24. IIRC the release notes mentioned that the behavior had been reduced, not removed. Still, it was nice to Goblin law giver whipped to pieces by his own gobbos.--[[User:Mirthmanor|Mirthmanor]] 03:07, 7 April 2011 (UTC)&lt;br /&gt;
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== List of mounts ==&lt;br /&gt;
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Should there be an absolute list of mounts to expect in the main article for each army?&lt;br /&gt;
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== Civilization leaders disappear after a siege ==&lt;br /&gt;
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This has happened as lately as 31.24. Whenever a leader comes to lead the fight, he could live and leave the site, but he doesn't appear in the civilization list anymore. Is this a bug, or does his civilization oust him for failing?&lt;br /&gt;
:Legends (31.25) show, what a civilization will get a new king/queen and a new general after any siege.&lt;br /&gt;
::er, i've not got as far as ^ that, but it's similar - the goblin leader (&amp;quot;an enormous pangolin twisted into humanoid form blah blah. beware it's deadly blood!&amp;quot;) has come in a siege (i didnt know this was possible - i've never noticed before (possibly 'cause this guy isnt goblin, but w/e)), and after beating a few dwarves with 'dwarf bone crown's and such, has run inside my fort and is basically just interrupting everyone from doing their work. i have 3 squads of somewhat trained dwarves chasing him, and everytime they stab/spike/shoot/hammer/whatever him for a few seconds, he manages to escape, and then starts healing his wounds! he's also managing to dodge absolutely countless attacks, and thus isnt going to be dying anytime soon. is this a bug? or is my military just not up to the job of killing him (despite killing almost everyone who came with him)? i dont even think, if i left him, he'd disappear out the door.. has anyone managed to kill him before? what happens? i'm curious ;(--[[User:DJ Devil|DJ Devil]] 15:35, 10 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=149000</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=149000"/>
		<updated>2011-05-10T14:21:49Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Possessed Mood Causes */&lt;/p&gt;
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&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
::i have read and understood the above, but i'm not exactly sure that the '0/1/2' number is generated COMPLETELY at random. i think one of the factors at work is the dwarf's skills once they're selected for a 'strange mood' - if he has a 'moodable' skill, even 'dabbling'(prob.) or 'novice', then the dwarf will go to the corresponding workshop and increase that skill (quite possibly to legendary) with the +20,000 skillpoints on completion of the artifact. however, if the dwarf has no 'moodable' skill (i.e. only military skills, social skills or administrative skills), then they become 'possessed'. i'm basing this on the fact that i have had only ONE non-possessed mood, out of about 12; a clothier (who's now legendary). the rest have all, incredibly disappointingly, been 'possessed' (and yeah, i'm aware of the law of averages/etc). the reason my dwarves dont have any other skills is because they were all specialised from embark or migration, or military/haulers. thus, i only have 18 dwarves actively training a 'moodable' profession, out of 150+. the rest have probably lost their 'moodable' skills over the years from the 'rusting' effect, or simply not been selected. thoughts?--[[User:DJ Devil|DJ Devil]] 16:36, 8 May 2011 (UTC)&lt;br /&gt;
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:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
::i do not think having a workshop (or not) affects which type of mood is selected. i think it's more like... 'happiness &amp;gt; skills &amp;gt; random number'. in effect; if your dwarf is happy, it will not be a 'fell' or 'macabre' mood. if your dwarf does NOT have a 'moodable' skill, then he'll be 'possessed'. if he DOES have a 'moodable' skill, it's a random number out of 3 for 'fey', 'secretive' or 'possessed'. and i would also like to confirm that 'dabbling' is enough to be counted as good enough for a mood - i had a dabbling mechanic (with no other 'moodable' skills) claim a mechanic's workshop, and surprisingly make a mechanism... and he wasnt 'possessed' like the others, he was 'fey'.--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.&lt;br /&gt;
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
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:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
:::Old, but for posterity - dwarf profession only changes when the old profession is *outleveled* by the new profession.  So its perfectly possible your Woodcrafter had more xp in Mechanics, just not enough to put him a level of mechanics over his woodcrafter level and thus change his profession to Mechanic. --[[User:Squirrelloid|Squirrelloid]] 05:26, 24 April 2011 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
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I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
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== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
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== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
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:No, AFAIK it's like when they Trance in combat. All need for food / water / sleep vanishes for the duration. Could be wrong. May require !!science!!.&lt;br /&gt;
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== Dwarf not using available materials? ==&lt;br /&gt;
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Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
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== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
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== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
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==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
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:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
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== Clothier won't take materials ==&lt;br /&gt;
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I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
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== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
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==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;br /&gt;
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==cloth... thread...==&lt;br /&gt;
i think i can confirm this also means 'cloth(yarn)' for possessed dwarves, based on having both silk and plant fibre cloth AND thread available, in stockpiles nearby, but my possessed dwarf not going for either. there were also a number of other items on his list, but he'd found them all, and had them 'TSK'ed in the workshop. unfortunately, i'd left him to it too long (thinking he had all the items at his disposal, and would get going with it unsupervised) before i'd recognised he wasnt interested in the cloth available, and wanted some of the new yarn. he'd gone insane before i could sheer any animals, and weave it into cloth.--[[User:DJ Devil|DJ Devil]] 16:50, 8 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=148999</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=148999"/>
		<updated>2011-05-10T13:23:05Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Possessed Mood Causes */&lt;/p&gt;
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&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
::i have read and understood the above, but i'm not exactly sure that the '0/1/2' number is generated COMPLETELY at random. i think one of the factors at work is the dwarf's skills once they're selected for a 'strange mood' - if he has a 'moodable' skill, even 'dabbling'(prob.) or 'novice', then the dwarf will go to the corresponding workshop and increase that skill (quite possibly to legendary) with the +20,000 skillpoints on completion of the artifact. however, if the dwarf has no 'moodable' skill (i.e. only military skills, social skills or administrative skills), then they become 'possessed'. i'm basing this on the fact that i have had only ONE non-possessed mood, out of about 12; a clothier (who's now legendary). the rest have all, incredibly disappointingly, been 'possessed' (and yeah, i'm aware of the law of averages/etc). the reason my dwarves dont have any other skills is because they were all specialised from embark or migration, or military/haulers. thus, i only have 18 dwarves actively training a 'moodable' profession, out of 150+. the rest have probably lost their 'moodable' skills over the years from the 'rusting' effect, or simply not been selected. thoughts?--[[User:DJ Devil|DJ Devil]] 16:36, 8 May 2011 (UTC)&lt;br /&gt;
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:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
::i do not think having a workshop (or not) affects which type of mood is selected. i think it's more like... 'happiness &amp;gt; skills &amp;gt; random number'. in effect; if your dwarf is happy, it will not be a 'fell' or 'macabre' mood. if your dwarf does NOT have a 'moodable' skill, then he'll be 'possessed'. if he DOES have a 'moodable' skill, it's a random number out of 3 for 'fey', 'secretive' or 'possessed'. and i would also like to confirm that 'dabbling' is enough to be counted as good enough for a mood - i had a dabbling mechanic (with no other 'moodable' skills) claim a mechanic's workshop, and surprisingly make a mechanism... and he wasnt 'possessed' like the others, he was 'fey'.&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.&lt;br /&gt;
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
&lt;br /&gt;
:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
:::Old, but for posterity - dwarf profession only changes when the old profession is *outleveled* by the new profession.  So its perfectly possible your Woodcrafter had more xp in Mechanics, just not enough to put him a level of mechanics over his woodcrafter level and thus change his profession to Mechanic. --[[User:Squirrelloid|Squirrelloid]] 05:26, 24 April 2011 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
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I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
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== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
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== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
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:No, AFAIK it's like when they Trance in combat. All need for food / water / sleep vanishes for the duration. Could be wrong. May require !!science!!.&lt;br /&gt;
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== Dwarf not using available materials? ==&lt;br /&gt;
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Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
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== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
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== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
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==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
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:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
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== Clothier won't take materials ==&lt;br /&gt;
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I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
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== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
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==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;br /&gt;
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==cloth... thread...==&lt;br /&gt;
i think i can confirm this also means 'cloth(yarn)' for possessed dwarves, based on having both silk and plant fibre cloth AND thread available, in stockpiles nearby, but my possessed dwarf not going for either. there were also a number of other items on his list, but he'd found them all, and had them 'TSK'ed in the workshop. unfortunately, i'd left him to it too long (thinking he had all the items at his disposal, and would get going with it unsupervised) before i'd recognised he wasnt interested in the cloth available, and wanted some of the new yarn. he'd gone insane before i could sheer any animals, and weave it into cloth.--[[User:DJ Devil|DJ Devil]] 16:50, 8 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=148996</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=148996"/>
		<updated>2011-05-10T12:51:22Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Possessed Mood Causes */&lt;/p&gt;
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&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
::i have read and understood the above, but i'm not exactly sure that the '0/1/2' number is generated COMPLETELY at random. i think one of the factors at work is the dwarf's skills once they're selected for a 'strange mood' - if he has a 'moodable' skill, even 'dabbling'(prob.) or 'novice', then the dwarf will go to the corresponding workshop and increase that skill (quite possibly to legendary) with the +20,000 skillpoints on completion of the artifact. however, if the dwarf has no 'moodable' skill (i.e. only military skills, social skills or administrative skills), then they become 'possessed'. i'm basing this on the fact that i have had only ONE non-possessed mood, out of about 12; a clothier (who's now legendary). the rest have all, incredibly disappointingly, been 'possessed' (and yeah, i'm aware of the law of averages/etc). the reason my dwarves dont have any other skills is because they were all specialised from embark or migration, or military/haulers. thus, i only have 18 dwarves actively training a 'moodable' profession, out of 150+. the rest have probably lost their 'moodable' skills over the years from the 'rusting' effect, or simply not been selected. thoughts?--[[User:DJ Devil|DJ Devil]] 16:36, 8 May 2011 (UTC)&lt;br /&gt;
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:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
::i do not think having a workshop (or not) affects which type of mood is selected. i think it's more like... 'happiness &amp;gt; skills &amp;gt; random number'. in effect; if your dwarf is happy, it will not be a 'fell' or 'macabre' mood. if your dwarf does NOT have a 'moodable' skill, then he'll be 'possessed'. if he DOES have a 'moodable' skill, it's a random number out of 3 for 'fey', 'secretive' or 'possessed'. and i would also like to confirm that 'novice' is enough to be counted as good enough for a mood - i had a novice mechanic (with no other 'moodable' skills) claim a mechanic's workshop, and surprisingly make a mechanism... and he wasnt 'possessed' like the others, he was 'fey'.&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.&lt;br /&gt;
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
&lt;br /&gt;
:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
:::Old, but for posterity - dwarf profession only changes when the old profession is *outleveled* by the new profession.  So its perfectly possible your Woodcrafter had more xp in Mechanics, just not enough to put him a level of mechanics over his woodcrafter level and thus change his profession to Mechanic. --[[User:Squirrelloid|Squirrelloid]] 05:26, 24 April 2011 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
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== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
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== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
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:No, AFAIK it's like when they Trance in combat. All need for food / water / sleep vanishes for the duration. Could be wrong. May require !!science!!.&lt;br /&gt;
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== Dwarf not using available materials? ==&lt;br /&gt;
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Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
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== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
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== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
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==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
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:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
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== Clothier won't take materials ==&lt;br /&gt;
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I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
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== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
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==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;br /&gt;
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==cloth... thread...==&lt;br /&gt;
i think i can confirm this also means 'cloth(yarn)' for possessed dwarves, based on having both silk and plant fibre cloth AND thread available, in stockpiles nearby, but my possessed dwarf not going for either. there were also a number of other items on his list, but he'd found them all, and had them 'TSK'ed in the workshop. unfortunately, i'd left him to it too long (thinking he had all the items at his disposal, and would get going with it unsupervised) before i'd recognised he wasnt interested in the cloth available, and wanted some of the new yarn. he'd gone insane before i could sheer any animals, and weave it into cloth.--[[User:DJ Devil|DJ Devil]] 16:50, 8 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hoary_marmot&amp;diff=148915</id>
		<title>v0.31:Hoary marmot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hoary_marmot&amp;diff=148915"/>
		<updated>2011-05-08T23:33:14Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
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&lt;div&gt;{{Quality|Fine|07:18, 7 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=4&lt;br /&gt;
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|fat=7&lt;br /&gt;
|lung=2|&lt;br /&gt;
|intestine=1&lt;br /&gt;
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'''Hoary marmots''' are small, furry creatures, mostly harmless, but they can get into your fortress interrupting your dwarves. Easily bested by a single dwarf.&lt;br /&gt;
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These can be useful at the beginnings of your {{L|meat industry}}, but do not give enough meat when butchered to make notable contributions to an advanced fortress' food supplies.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=148893</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=148893"/>
		<updated>2011-05-08T16:50:59Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Demands */&lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}&lt;br /&gt;
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{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a {{L|legendary artifact}} and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
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==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see {{L|status icons}}).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate {{L|labor}} designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain {{L|legendary}} (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is {{L|Announcement|announced}}; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in {{L|experience}}.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a {{L|butcher's shop}} or a {{L|tanner's shop}}. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf {{L|leather}} or {{L|bone}}. Once the artifact is completed, the fell dwarf will become a legendary {{L|bone carver}} or {{L|leatherworker}}. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal{{verify}}, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw {{l|turtle}}s, {{L|mussel}}s, {{L|oyster}}s, or {{L|cave lobster}}s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them ({{L|cave lobster}} can be traded). (version .31.12 should have much fewer shell requests.)&lt;br /&gt;
* Should the claimed workshop be a {{L|magma forge}} and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go {{L|insane}}. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarfes will no longer be satisfied with a regular forge.&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0;topicseen]&lt;br /&gt;
* 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. If you want to receive artifact adamantine breastplate, make sure to have adamantine nearby and forbid/move away any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items. If other items of that type is available, dwarf will immediately switch to them.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
{{version|0.31.10}}&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Planepacked]] glitch.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  {{L|Forbidden}} items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding {{L|economic stone}}. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - moody {{L|metalsmith}}s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal, though mining {{L|raw adamantine}} may cause them to insist on wafers of adamantine metal instead{{verify}}.&lt;br /&gt;
&lt;br /&gt;
As of DF2010, burrows seem to allow even better control over moody dwarfs' material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone}}&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal {{L|block}}s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal {{L|bar}}&lt;br /&gt;
| rock bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green {{L|glass}}&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}{{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}, possibly {{L|Skull}}, {{L|Horn}}, {{L|Ivory}} &lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, caused by stones and metals having been joined into a single &amp;quot;inorganic&amp;quot; material type in version 0.31 - they are actually asking for metal bars.&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
Moody metalworkers may occasionally require a specific type of metal as their artifact's primary material - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use.&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual {{L|profession}}. ''(Note that &amp;quot;{{L|Skill#Custom profession labels|custom professions}}&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Dwarves with a {{L|Soldier#Soldier professions|military profession}} other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''{{L|profession}}'', as listed at the time. Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, {{L|Strand extractor}}, {{L|Clerk}}/{{L|Administrator}}/{{L|Trader}}, {{L|Doctor}} (and related), {{L|Building designer|Architect}}, {{L|Soldier#Recruits|Recruit}} and {{L|Child}} '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's {{L|profession}}.  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarfs getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other {{L|profession}}s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Metalsmith's forge}} (or {{L|Magma forge}})&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} (or {{L|Magma glass furnace}})&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} (or {{L|Metalsmith's forge}})&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} (or {{L|Metalsmith's forge}})&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} (or {{L|Metalsmith's forge}})&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| Anyone Else&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a {{L|craftsdwarf's workshop}} and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
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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 a piece of {{L|chalk}} and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an {{L|obsidian}} {{L|bed}}, {{L|ruby}} {{L|floodgate}}, or turtle {{L|shell}} {{L|cage}}.&lt;br /&gt;
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Once created, most {{L|artifact}}s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value {{L|noble}} rooms. Artifact weapons in {{L|weapon trap}}s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.&lt;br /&gt;
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Unless the mood was a Possession, the dwarf will gain 20,000 points of {{L|experience}} in the skill used to produce the artifact, enough to boost them to Legendary.&lt;br /&gt;
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== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
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A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=148892</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=148892"/>
		<updated>2011-05-08T16:50:31Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
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&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
::i have read and understood the above, but i'm not exactly sure that the '0/1/2' number is generated COMPLETELY at random. i think one of the factors at work is the dwarf's skills once they're selected for a 'strange mood' - if he has a 'moodable' skill, even 'dabbling'(prob.) or 'novice', then the dwarf will go to the corresponding workshop and increase that skill (quite possibly to legendary) with the +20,000 skillpoints on completion of the artifact. however, if the dwarf has no 'moodable' skill (i.e. only military skills, social skills or administrative skills), then they become 'possessed'. i'm basing this on the fact that i have had only ONE non-possessed mood, out of about 12; a clothier (who's now legendary). the rest have all, incredibly disappointingly, been 'possessed' (and yeah, i'm aware of the law of averages/etc). the reason my dwarves dont have any other skills is because they were all specialised from embark or migration, or military/haulers. thus, i only have 18 dwarves actively training a 'moodable' profession, out of 150+. the rest have probably lost their 'moodable' skills over the years from the 'rusting' effect, or simply not been selected. thoughts?--[[User:DJ Devil|DJ Devil]] 16:36, 8 May 2011 (UTC)&lt;br /&gt;
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:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.&lt;br /&gt;
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
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:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
:::Old, but for posterity - dwarf profession only changes when the old profession is *outleveled* by the new profession.  So its perfectly possible your Woodcrafter had more xp in Mechanics, just not enough to put him a level of mechanics over his woodcrafter level and thus change his profession to Mechanic. --[[User:Squirrelloid|Squirrelloid]] 05:26, 24 April 2011 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
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I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
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== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
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== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
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:No, AFAIK it's like when they Trance in combat. All need for food / water / sleep vanishes for the duration. Could be wrong. May require !!science!!.&lt;br /&gt;
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== Dwarf not using available materials? ==&lt;br /&gt;
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Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
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== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
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== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
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==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
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:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
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== Clothier won't take materials ==&lt;br /&gt;
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I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
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== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
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==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;br /&gt;
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==cloth... thread...==&lt;br /&gt;
i think i can confirm this also means 'cloth(yarn)' for possessed dwarves, based on having both silk and plant fibre cloth AND thread available, in stockpiles nearby, but my possessed dwarf not going for either. there were also a number of other items on his list, but he'd found them all, and had them 'TSK'ed in the workshop. unfortunately, i'd left him to it too long (thinking he had all the items at his disposal, and would get going with it unsupervised) before i'd recognised he wasnt interested in the cloth available, and wanted some of the new yarn. he'd gone insane before i could sheer any animals, and weave it into cloth.--[[User:DJ Devil|DJ Devil]] 16:50, 8 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=148890</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=148890"/>
		<updated>2011-05-08T16:36:43Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Possessed Mood Causes */&lt;/p&gt;
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&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
::i have read and understood the above, but i'm not exactly sure that the '0/1/2' number is generated COMPLETELY at random. i think one of the factors at work is the dwarf's skills once they're selected for a 'strange mood' - if he has a 'moodable' skill, even 'dabbling'(prob.) or 'novice', then the dwarf will go to the corresponding workshop and increase that skill (quite possibly to legendary) with the +20,000 skillpoints on completion of the artifact. however, if the dwarf has no 'moodable' skill (i.e. only military skills, social skills or administrative skills), then they become 'possessed'. i'm basing this on the fact that i have had only ONE non-possessed mood, out of about 12; a clothier (who's now legendary). the rest have all, incredibly disappointingly, been 'possessed' (and yeah, i'm aware of the law of averages/etc). the reason my dwarves dont have any other skills is because they were all specialised from embark or migration, or military/haulers. thus, i only have 18 dwarves actively training a 'moodable' profession, out of 150+. the rest have probably lost their 'moodable' skills over the years from the 'rusting' effect, or simply not been selected. thoughts?--[[User:DJ Devil|DJ Devil]] 16:36, 8 May 2011 (UTC)&lt;br /&gt;
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:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.&lt;br /&gt;
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
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:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
:::Old, but for posterity - dwarf profession only changes when the old profession is *outleveled* by the new profession.  So its perfectly possible your Woodcrafter had more xp in Mechanics, just not enough to put him a level of mechanics over his woodcrafter level and thus change his profession to Mechanic. --[[User:Squirrelloid|Squirrelloid]] 05:26, 24 April 2011 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Highest experience skill not chosen ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== multiple items not always displayed longer ==&lt;br /&gt;
&lt;br /&gt;
Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
&lt;br /&gt;
== Random mood crafting. ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
&lt;br /&gt;
:No, AFAIK it's like when they Trance in combat. All need for food / water / sleep vanishes for the duration. Could be wrong. May require !!science!!.&lt;br /&gt;
&lt;br /&gt;
== Dwarf not using available materials? ==&lt;br /&gt;
&lt;br /&gt;
Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
&lt;br /&gt;
Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clothier won't take materials ==&lt;br /&gt;
&lt;br /&gt;
I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
&lt;br /&gt;
==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crossbow&amp;diff=133790</id>
		<title>v0.31 Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crossbow&amp;diff=133790"/>
		<updated>2010-12-20T01:21:40Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Any information on how to make you hunter wields (assign) the crossbow?. Once you create it, will you dwarf just go and pick one up? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xacto|Xacto]]&amp;lt;/small&amp;gt;&lt;br /&gt;
** Hunters (with the Hunting labor active) will automatically grab a crossbow, just like woodcutters will automatically grab an axe.  Military dwarves will need to be assigned to use a ranged weapon (or that specific weapon), before they go and pick it up. --[[User:DeMatt|DeMatt]] 06:50, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Does the material of the crossbow affect its ranged damage? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:78.148.247.25|78.148.247.25]]&amp;lt;/small&amp;gt;&lt;br /&gt;
** To the best of my knowledge, no.  The material will only affect the damage the crossbow does when the wielder decides to club enemies with it. --[[User:DeMatt|DeMatt]] 06:50, 27 September 2010 (UTC)&lt;br /&gt;
::what IS the range of a standard crossbow? 'cause i've been told it was about 20 tiles, but i've seen my guys firing at something 25-30 tiles away. i didnt check if they were using masterwork crossbows or standard, but if the quality affects the accuracy, it's not unreasonable to assume it also affects the range, too?--[[User:DJ Devil|DJ Devil]] 01:21, 20 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*It seems as if the Archer skill affects melee damage. I tested this just now, but I'm still using v. 31.12, so verification would be nice. --[[User:Artifakt|Artifakt]] 12:20, 17 October 2010&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=133484</id>
		<title>v0.31 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=133484"/>
		<updated>2010-12-15T02:51:38Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Starting with bolts at embark==&lt;br /&gt;
When buying bolts from the [[df2010:starting build|&amp;quot;prepare for the journey carefully&amp;quot;]] screen, they come in [[stack]]s of 5. Interesting...--[[User:Albedo|Albedo]] 05:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolt Quality==&lt;br /&gt;
Does bolt quality have any effect on combat effectiveness? or does it just affect value? --[[User:Shabang50|Shabang50]] 17:02, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .31.09 ==&lt;br /&gt;
Need some testing with the new values to see how they work now. [[User:Richards|Richards]] 22:15, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Made by who? ==&lt;br /&gt;
Metal bolts are made by weaponsmiths or bowyers? --[[User:Romeofalling|Romeofalling]] 04:30, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Weaponsmiths.  See {{L|Bowyer}} for full details.  Probably either that info should be repeated here, or (preferably I think) this page merged with {{L|Crossbow}}. [[User:Bognor|Bognor]] 12:28, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Encrust Ammo==&lt;br /&gt;
Is there any reason that you would want to encrust ammo with gems? I can only think of trading them but they are much more valuable as ammunition.--[[Special:Contributions/98.193.70.214|98.193.70.214]] 15:25, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Friendly Fire==&lt;br /&gt;
is this an issue? e.g. if i have a melee of goblins and dwarves fighting in an enclosed space, will my marksdwarves hiding behind nearby fortifications hit, injure or kill dwarves by accident? and if so, would it still be likely to occur if the marksdwarves are trained?--[[User:DJ Devil|DJ Devil]] 02:51, 15 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vulture&amp;diff=133440</id>
		<title>v0.31 Talk:Vulture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vulture&amp;diff=133440"/>
		<updated>2010-12-13T18:52:20Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how do you butcher a tame vulture? i've not played in a while, and cant remember how to do so -_-. it was brought by some elves, and i traded for it.--[[User:DJ Devil|DJ Devil]] 18:50, 13 December 2010 (UTC)&lt;br /&gt;
:dm, i've remembered - let it out the cage, [v]iew -&amp;gt; [s]laughter. silly me!--[[User:DJ Devil|DJ Devil]] 18:52, 13 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vulture&amp;diff=133439</id>
		<title>v0.31 Talk:Vulture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vulture&amp;diff=133439"/>
		<updated>2010-12-13T18:50:22Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: Created page with 'how do you butcher a tame vulture? i've not played in a while, and cant remember how to do so -_-. it was brought by some elves, and i traded for it.--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how do you butcher a tame vulture? i've not played in a while, and cant remember how to do so -_-. it was brought by some elves, and i traded for it.--[[User:DJ Devil|DJ Devil]] 18:50, 13 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Lever&amp;diff=119694</id>
		<title>v0.31 Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Lever&amp;diff=119694"/>
		<updated>2010-06-27T15:54:54Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Linked */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please do '''NOT''' simply copy/paste old articles into new version namespace.&lt;br /&gt;
&lt;br /&gt;
If you are not willing and confident enough to screen an article for accuracy, don't toss out potentially inaccurate information, not even with a &amp;quot;disclaimer&amp;quot;. Thanks.&lt;br /&gt;
&lt;br /&gt;
What can levers be hooked up to? And what is the effect of pulling the lever on each of these items?&lt;br /&gt;
&lt;br /&gt;
- I moved this from the article page. [[User:Studoku|Studoku]] 02:33, 13 April 2010 (UTC)&lt;br /&gt;
:They can still be linked to doors, and it still functions exactly as in 40d. --[[User:Tarran|Tarran]] 02:36, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Linked==&lt;br /&gt;
how exactly do they get linked..? i've been looking through a load of pages, and none of them say EXACTLY how to link; they just say &amp;quot;CAN be linked&amp;quot;. is it automatically linked? can you choose from a list? do you have to use axles, or something? can someone tell me how to actually link them? thanks--[[User:DJ Devil|DJ Devil]] 20:54, 26 June 2010 (UTC)&lt;br /&gt;
:DJ- build the lever, then use Q to go into the lever's tasks. do &amp;quot;link up to a floodgate&amp;quot; or &amp;quot;link up to a door&amp;quot; and then choose from the list which item you want to hook it up to. you can hook a lever up to more than one item.&lt;br /&gt;
so no axles? no cog-things? no.. anything? just build the mechanism and hit &amp;quot;link to floodgate&amp;quot;, basically? wow.. i thought it'd be a little bit more complicated than that, hence i've never used them.. xD  --[[User:DJ Devil|DJ Devil]] 15:54, 27 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Lever&amp;diff=119638</id>
		<title>v0.31 Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Lever&amp;diff=119638"/>
		<updated>2010-06-26T20:54:57Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please do '''NOT''' simply copy/paste old articles into new version namespace.&lt;br /&gt;
&lt;br /&gt;
If you are not willing and confident enough to screen an article for accuracy, don't toss out potentially inaccurate information, not even with a &amp;quot;disclaimer&amp;quot;. Thanks.&lt;br /&gt;
&lt;br /&gt;
What can levers be hooked up to? And what is the effect of pulling the lever on each of these items?&lt;br /&gt;
&lt;br /&gt;
- I moved this from the article page. [[User:Studoku|Studoku]] 02:33, 13 April 2010 (UTC)&lt;br /&gt;
:They can still be linked to doors, and it still functions exactly as in 40d. --[[User:Tarran|Tarran]] 02:36, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Linked==&lt;br /&gt;
how exactly do they get linked..? i've been looking through a load of pages, and none of them say EXACTLY how to link; they just say &amp;quot;CAN be linked&amp;quot;. is it automatically linked? can you choose from a list? do you have to use axles, or something? can someone tell me how to actually link them? thanks--[[User:DJ Devil|DJ Devil]] 20:54, 26 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=119631</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=119631"/>
		<updated>2010-06-26T16:36:21Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=119319</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=119319"/>
		<updated>2010-06-22T21:07:36Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Tips for an Effective Hospital */ letting patients die is not an 'effective hospital'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a {{l|Activity zone#Hospital|zone}} designated via the {{l|Activity zone|zone menu}}. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the Chief Medical Dwarf, one of the new appointed {{l|noble}}s, and presumably only perform medicine on a dwarf after treatment has been prescribed by a diagnostician. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Medical Skills==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* You must have assigned a Chief Medical Dwarf to diagnose patients. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function.&lt;br /&gt;
* Ensure your doctors have their respective healthcare labours enabled through {{k|v}}-{{k|hp}}) in order to handle treatments.&lt;br /&gt;
* Hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Be sure &amp;quot;Hospital&amp;quot; is highlighted.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital plus a few spare that will be occupied by lazy couchsurfers. &lt;br /&gt;
* Build at least four containers ({{k|b}}-{{k|h}}); to store hospital supplies.&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for Surgeons to perform surgery on. You may perform surgery without tables; it will be &amp;quot;more messy.&amp;quot;&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so increases the risk of infection, which '''will''' kill your dwarf. Consult the {{l|soap}} page to understand that industry.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for ratroast eating freeloaders to block the medical process.&lt;br /&gt;
* As of {{version|0.31.06}}, Surgeons may get stuck in Surgery if they cannot lift their patient. If this happens, remove all tables and traction benches to force them to perform the surgery &amp;quot;on the spot.&amp;quot; &lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodfountainthegushing. A locked door mimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment will begin until he has diagnosed them.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting Dwarves to only use the Recover Wounded, Bring Food and Water labours. &lt;br /&gt;
** It is important not to distract doctors for treating patients. &lt;br /&gt;
** Food &amp;amp; Water are low priority jobs, it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
**Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle - if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''.&lt;br /&gt;
&lt;br /&gt;
==Traction bench / Broken bones==&lt;br /&gt;
&lt;br /&gt;
'''Casts''': ''Not to be confused with [[caste|castes]]''&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3P per unit - each unit comes with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|plaster powder}}&lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.08}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf gets stuck in surgery or is never properly treated, you can re-injure them to get the attention of Dwarven Healthcare, e.g. by causing a {{l|Cave-in}}. This will cause a new diagnosis to be made and may free the invalid. If he is stuck in a bed, you can sometimes remove the bed the dwarf is resting in to get him to leave the hospital.  {{verify}}&lt;br /&gt;
* People have reported mixed results with surgery. Sometimes it never completes, sometimes it just takes really long and several attempts.  Fixed in .31.07 {{bug|318}}&lt;br /&gt;
* Gypsum powder is not stored at the hospital. {{bug|194}}&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work. {{verify}}&lt;br /&gt;
* The hospital often stores more materials than are assigned. {{bug|191}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves without a depot will steal items from the caravan and store them in hospital. {{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119305</id>
		<title>v0.31 Talk:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119305"/>
		<updated>2010-06-22T16:24:48Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* lack of surrounding civilisations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is also sometimes an Unnamed civilization, such as &amp;quot;Unnamed Amphibian man civilization&amp;quot; in DF2010. Don't yest have any info on it.&lt;br /&gt;
I have a screenshot but nowhere to upload it to.&lt;br /&gt;
:there is. and there should probably be a little sub-section to state this; it's quite spooky seeing &amp;quot;unnamed amphibian man civilisation&amp;quot; for the first time.. lol. what are the different kinds of them anyone has seen? perhaps a list (or atleast a couple of examples) of different 'unnamed civs' would be good?--[[User:DJ Devil|DJ Devil]] 12:19, 21 June 2010 (UTC)&lt;br /&gt;
:i shall start&lt;br /&gt;
* amphibian man&lt;br /&gt;
* serpent man&lt;br /&gt;
* cave swallow man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animal civilizations are the only ones to spawn underground.&lt;br /&gt;
What happends if you add the cavern biome tag to a civ? Will it make towns underground? --[[User:Niggy|Niggy]] 18:10, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lack of surrounding civilisations==&lt;br /&gt;
how come i can never find a suitable location with anything other than dwarven civilisations surrounding me? even after multiple restarts? well.. that and the occasional 'unnamed amphibian man civilisation', which seems pretty useless. is there something really obvious i keep missing? i even check before i embark that human, elven and goblin civs are there, but none of them ever show up when i start the game, and hit the 'show [c]ivilisations' button - it only shows the dwarven one my outpost was created from :/  why is this? and how can i ensure i get a site with them all there?--[[User:DJ Devil|DJ Devil]] 15:11, 22 June 2010 (UTC)&lt;br /&gt;
:They don't show until they interact with you - humans and elves, by sending a caravan, while goblins send a kidnapper or an ambush squad. --[[User:DeMatt|DeMatt]] 16:01, 22 June 2010 (UTC)&lt;br /&gt;
i see.. and does that always happen? or do sometimes they not bother? 'cause my last fort became awfully stale with no humans, elves or goblins around.. :(  granted, i didnt pay much attention to who was listed when i started (hence i'm checking religiously now), but i wasnt in an extreme place where none of them could possibly be.--[[User:DJ Devil|DJ Devil]] 16:24, 22 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119301</id>
		<title>v0.31 Talk:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119301"/>
		<updated>2010-06-22T15:11:05Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is also sometimes an Unnamed civilization, such as &amp;quot;Unnamed Amphibian man civilization&amp;quot; in DF2010. Don't yest have any info on it.&lt;br /&gt;
I have a screenshot but nowhere to upload it to.&lt;br /&gt;
:there is. and there should probably be a little sub-section to state this; it's quite spooky seeing &amp;quot;unnamed amphibian man civilisation&amp;quot; for the first time.. lol. what are the different kinds of them anyone has seen? perhaps a list (or atleast a couple of examples) of different 'unnamed civs' would be good?--[[User:DJ Devil|DJ Devil]] 12:19, 21 June 2010 (UTC)&lt;br /&gt;
:i shall start&lt;br /&gt;
* amphibian man&lt;br /&gt;
* serpent man&lt;br /&gt;
* cave swallow man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animal civilizations are the only ones to spawn underground.&lt;br /&gt;
What happends if you add the cavern biome tag to a civ? Will it make towns underground? --[[User:Niggy|Niggy]] 18:10, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==lack of surrounding civilisations==&lt;br /&gt;
how come i can never find a suitable location with anything other than dwarven civilisations surrounding me? even after multiple restarts? well.. that and the occasional 'unnamed amphibian man civilisation', which seems pretty useless. is there something really obvious i keep missing? i even check before i embark that human, elven and goblin civs are there, but none of them ever show up when i start the game, and hit the 'show [c]ivilisations' button - it only shows the dwarven one my outpost was created from :/  why is this? and how can i ensure i get a site with them all there?--[[User:DJ Devil|DJ Devil]] 15:11, 22 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119236</id>
		<title>v0.31 Talk:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119236"/>
		<updated>2010-06-21T13:11:15Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is also sometimes an Unnamed civilization, such as &amp;quot;Unnamed Amphibian man civilization&amp;quot; in DF2010. Don't yest have any info on it.&lt;br /&gt;
I have a screenshot but nowhere to upload it to.&lt;br /&gt;
:there is. and there should probably be a little sub-section to state this; it's quite spooky seeing &amp;quot;unnamed amphibian man civilisation&amp;quot; for the first time.. lol. what are the different kinds of them anyone has seen? perhaps a list (or atleast a couple of examples) of different 'unnamed civs' would be good?--[[User:DJ Devil|DJ Devil]] 12:19, 21 June 2010 (UTC)&lt;br /&gt;
:i shall start&lt;br /&gt;
* amphibian man&lt;br /&gt;
* serpent man&lt;br /&gt;
* cave swallow man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animal civilizations are the only ones to spawn underground.&lt;br /&gt;
What happends if you add the cavern biome tag to a civ? Will it make towns underground? --[[User:Niggy|Niggy]] 18:10, 4 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119231</id>
		<title>v0.31 Talk:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Civilization&amp;diff=119231"/>
		<updated>2010-06-21T12:19:36Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is also sometimes an Unnamed civilization, such as &amp;quot;Unnamed Amphibian man civilization&amp;quot; in DF2010. Don't yest have any info on it.&lt;br /&gt;
I have a screenshot but nowhere to upload it to.&lt;br /&gt;
:there is. and there should probably be a little sub-section to state this; it's quite spooky seeing &amp;quot;unnamed amphibian man civilisation&amp;quot; for the first time.. lol. what are the different kinds of them anyone has seen? perhaps a list (or atleast a couple of examples) of different 'unnamed civs' would be good?--[[User:DJ Devil|DJ Devil]] 12:19, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animal civilizations are the only ones to spawn underground.&lt;br /&gt;
What happends if you add the cavern biome tag to a civ? Will it make towns underground? --[[User:Niggy|Niggy]] 18:10, 4 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=119169</id>
		<title>v0.31 Talk:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=119169"/>
		<updated>2010-06-20T14:00:37Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* could not replicate the &amp;quot;double fish crash&amp;quot;&lt;br /&gt;
Never embark without elves or goblins. Elves bring superawesome animals ( I made a giant forest spider which is like the giant cave spider just in a forest and the elves brought me three of them in the second year) and various plants like whip vine and sunberries. And goblins, well, they make Fun.--[[User:Niggy|Niggy]] 19:37, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Play Now, Fisherdwarf==&lt;br /&gt;
I just did a &amp;quot;Play Now!&amp;quot;, and my Fisherdwarf does NOT have any social skills (just Novice Fisherdwarf), but he was still assigned as the Expedition Leader and I can assign labors just fine.  Also, it's highly likely that the listed Dabbling skills were learned immediately '''after''' embarking, while said dwarf was talking to the others. --[[User:Quietust|Quietust]] 17:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Now, worldgen titles?==&lt;br /&gt;
It's suggested that the initial 7 dwarves can come from worldgen. Some actual proof of this claim (e.g. savegame) would be nice. --[[User:Quietust|Quietust]] 17:40, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Verification==&lt;br /&gt;
&amp;quot;Fish are double-listed in the embark items screen. If you choose both fish the game will crash.Verify&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:This is false; I've embarked with two separate barrels of cave lobsters twice now. I'm deleting this from the article. --[[User:Zombiejustice|Zombiejustice]] 18:07, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ya that's BS.--[[User:Mrdudeguy|Mrdudeguy]] 18:22, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm, I added that because it was on the &amp;quot;Known bugs&amp;quot; page. I'll go remove it from that then, as it seems this is false.&lt;br /&gt;
&lt;br /&gt;
== No trade ==&lt;br /&gt;
&lt;br /&gt;
Some of the civilizations in my embark screen have a &amp;quot;no trade&amp;quot; tag. What does it mean? --[[Special:Contributions/151.49.233.194|151.49.233.194]] 13:50, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* they won't send any caravan --[[Special:Contributions/94.217.127.76|94.217.127.76]] 14:01, 25 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==make up your mind..==&lt;br /&gt;
* &amp;quot;'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, '''''an anvil is unnecessary''''' and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs&amp;quot;&lt;br /&gt;
* &amp;quot;'''Yes, I Do Need That''' - '''''never leave without an anvil''''', since nothing guarantees the first caravan will even have one for sale. &lt;br /&gt;
which one is it...? do, or don't?--[[User:DJ Devil|DJ Devil]] 14:00, 20 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=117634</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=117634"/>
		<updated>2010-06-09T15:50:53Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Factual Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons and Tactics==&lt;br /&gt;
With regards to whether or not the crossbow is considered a weak hammer, I lava-forged 64 chambers in arena mode and pitted dwarves against each other - no skills, no armour, but of each pair of dwarves, one had a crossbow (without ammo) and the other had a warhammer of the same material. The first 25 trials were done with steel, the remaining 39 with iron.&lt;br /&gt;
Of the steel trials, 11 hammerdwarves killed their partner, and 14 crossbowdwarves bludgeoned their opponents to death (though one died shortly after).&lt;br /&gt;
Of the iron trials, 22 hammerers emerged victorious, while only 17 of those hirsute little crossbow-wielders could claim the same. And when I say 'emerged victorious', I mean I flooded each chamber with lava after the battle to sanitise the arena.&lt;br /&gt;
So we have, for the hammers vs crossbows - 33 vs 31. In other words, inconclusive.&lt;br /&gt;
It seems that, at least for the moment, beating things down with a crossbow is roughly as effective as with a warhammer.&lt;br /&gt;
I'll be testing hammers and crossbows each vs various kinds of monsters at some point, and I'll write up my results here.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:25, 14 April 2010 (UTC)&lt;br /&gt;
* So I fought 26 untrained dwarves against wolves; half of the dwarves had steel crossbows without ammo, the other half steel warhammers. In the end, 9 dwarves using each weapon survived, and 4 perished. Two dead hammerdwarves did enough damage for their wolves to die very shortly after them, and one crossbowdwarf did the same. A while later, two further wolves died from sustained wounds, one from each weapon. Extra note - mortal wounds (that weren't happening fast) were discovered on two additional wolves, one on each side. This leaves one wolf that could survive, who killed a crossbowdwarf.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:46, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
They need quivers as they cannot hold bolts in their hand any more. Also you need to assign them ammo from the military screen : m &amp;gt; f &amp;gt; hunters &amp;gt; c &amp;gt; bolts (or whatever)&lt;br /&gt;
Also they don't seem to start hunting most of the time but I have noticed that assigning a hunting dog helps. &lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
:i have quivers, i have bows, i have bolts. i have wildlife both above and underground, and i have acesss TO the wildlife both above and underground. i have activated bolts for hunters in the '[m]ilitary' -&amp;gt; '[f]?-ammunition' section. i have offered him the default 100 bolts, an inflated 200 bolts, the bare-minimum 10, and a fair-sized 20 bolts. i have offered all the different types of bolts available (metal, wood, bone, or any material (despite having only bone ones available)), i have even asked him to go pick up some unusable 'arrows' and 'blowdarts' (of which, again, i have none), and still have a hunter who's refusing to hunt. he's picked up his bow, and his quiver, but has decided to go sit in the dining hall with his feet up instead of picking up some bolts and going hunting. checking through my stocks, i have a number of stacks of 5 bolts from various different animals, including 8 stacks of 5 finely crafted vulture bone bolts for example (which is 40 total, all of the same kind, and quality, spread over 8 stacks), but none in stacks of 20 (which is currently how many i've asked him to carry). i've also assigned him a hunting dog (not a war dog), and have taken off all his other duties apart from 'hunting' - still nothing.... i used my broker/manager/leader/bookkeeper to become my 'arsenal dwarf', and.. after i had to remove my broker/manager/bookkeeper jobs ([n]obles -&amp;gt; [r]eplace -&amp;gt; 'leave vacant'), his ammunition was eventually assigned, and he went and picked up some bolts! :D  4 stacks of 5 (different animal bones and different quality, so that doesnt affect it), and then..  he went and sat in the dining hall, feet up, refusing to move.. i give up -_- --[[User:DJ Devil|DJ Devil]] 04:19, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Try removing his labor, and re-assigning it again. That usually will make him remember that he doesn't have any bolts and he will go fetch some. [[User:Speed112|Speed112]] 04:32, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:i did do, several times. i completely forgot about the 'arsenal dwarf', and in the raws it says he's in control of the ammo, so.. thinking i was onto a winner, i got my leader to become ONLY the arsenal dwarf, and my hunter was assigned some bolts. he went to pick them up fine, put them in his quiver fine, and then STILL refuses to go out hunting. i'm gonna fiddle about with the military section today, to see if i can get him to hunt via that :]--[[User:DJ Devil|DJ Devil]] 12:53, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:omg, he did it..! he shot some bolts at a few wolves! i r so proud of him ^-^   i created a squad uniform for my hunters (leather armour and any bows, minus the shield), put him as the sole occupant, and after a bit of scurrying 'round, he was set. i was wondering if you had to manually assign quivers, and how to do that (there doesnt seem to be an option for it) but fortunately you dont - he went and picked a new one up after dumping his 'hunting' one (inc. bolts). then going through the [s]quads screen, i selected squad [a], [k]ill, 'wolf', and he seemed happy enough to trot off after one of 'em. he actually killed two in a hundred bolts (the idiot was shooting from halfway across the map, through trees - go figure..), and he went and bludgeoned the third with his bone crossbow. i have organised a party at talc Table, if anyone would like to attend?--[[User:DJ Devil|DJ Devil]] 13:42, 16 May 2010 (UTC)&lt;br /&gt;
p.s. there should be more information on this page about the arsenal dwarf, and unless i'm being truly dense and missing something obvious (like the arsenal dwarf, for example.. lol), that hunting is completely bugged; even WITH animals at his disposal, and all the necessary items in his inventory, my hunter still wouldnt hunt.--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::for a bit of an update; i have 4 &amp;quot;hunters&amp;quot;, with exactly the same labours turned on, but only one of them willing to hunt. he's been actively hunting for a while now, and the rest still have &amp;quot;no job&amp;quot; or something of the like. i have very little reason to construct a 'why' one will hunt, and the rest wont. all four are also in a military squad i sometimes use to chase off wildlife, with varying success - some dont re-equip a quiver/arrows before giving chase, some dont re-equip a bow, some dont equip anything (and before you say 'arsenal dwarf', i've removed all his labours but the arsenal dwarf one..). could it perhaps be something to do with the dwarves not dropping their military-assigned bows and picking up their hunting-assigned bow to become hunters again, and vice-versa? i.e. not being allowed to go hunting using the bow they've been assigned for military work? perhaps bolts have something similar stopping hunting-assigned bolts being used for military work, and vice-versa. i'm gonna have a play around with it and see what i figure out, anyway.. some help would be greatly appreciated xD  --[[User:DJ Devil|DJ Devil]] 00:24, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:okay, so i dont fully know why my hunters wouldnt hunt, but i now have THREE of them actively hunting 'til they run out of bolts. one of them still refuses to do a single thing, but that's also true of all his other tasks.. i dumped all the bows, ammo and quivers, reclaimed them, waited 'til they were back in the stockpiles, then asked them to re-equip (turned their hunting labours back on). as they had other jobs, it took a while, but two of them went after some prey once they'd done, with a bow, bolts, and a quiver. they continued until they ran out, which i believe is a current bug. then an indestructable titan showed up, and i had to 'end task', so tried it again with just dumping and reclaiming bows and quivers, which worked just aswell :]   i'm gonna presume it's something to do with the hunting/marksdwarves jobs clashing over which bows/bolts/quivers should be used, and the inability of the hunters to decipher between them (thus, not dropping a perfectly good hunting bow to pick up their military bow for military work, etc), and the quivers - if they have military bolts in them, they cant be used for hunting, and vice-versa. i think they definitely need to be dumped so the old ammo is cleaned out, before reequipping. i figured i'd bulletpoint a few tips, if it's not working for you...&lt;br /&gt;
* either they're a hunter, or a marksdwarf/soldier. both is buggy&lt;br /&gt;
* you must have a quiver per hunter to hold his bolts in.&lt;br /&gt;
* quivers need to be cleaned of previous bolts (via dumping of the quiver itself, or of the individual bolts held in the quiver(presumably, but dumping the quiver seems easier)). if the quiver was empty (like after your hunter had used the last of his bolts), then there are no problems.&lt;br /&gt;
* the arsenal dwarf must assign bolts to your hunters, specifically. i had my leader doing it along with the other 5 or so admin jobs, but have since employed a secondary bookkeeper to keep him free to &amp;quot;upgrade equipment manifests&amp;quot; and the like.&lt;br /&gt;
* once your hunters are out of bolts, and decide to bum about in the main hall, turn off their hunting labour, then put it back on again at some point (either immediately or after they've dumped their stuff - i dont think it makes a difference) for them to re-equip bolts (and possibly grab a new bow, too).&lt;br /&gt;
perhaps these (reworded) should be put on the wiki itself? i'm sure they could help other people in a similar predicament as i was :]&lt;br /&gt;
::i found out why it was, btw; known issue 0000605 - &amp;quot;When relieved from a squad, dwarves do not resume civilian jobs, even when squad is deleted entirely&amp;quot;. my first hunter was part of my military for a very short time before i assigned him to become a hunter. he started a combat drill, then i deleted the squad (cant remember the reason), and that's why he's not working as a hunter now, but the other 3 are. so apart from the arsenal dwarf delaying things, and i'm relatively sure the bolts affect things now and again (wrong material, or not the specifically assigned ones, etc), or the fact you gotta keep switching the hunting labour on and off.. i cant see too many problems with hunting in general--[[User:DJ Devil|DJ Devil]] 15:50, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;br /&gt;
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)&lt;br /&gt;
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=116209</id>
		<title>v0.31:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=116209"/>
		<updated>2010-06-01T03:03:04Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Most creatures, including {{L|Dwarves}}, start out as infants, then after a certain number of years become [[Children]], and then finally attain adulthood. For {{L|Dwarves}}, childhood starts after reaching 1 year of age, and continues until they are 12 years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your {{L|fortress}} might be any age from 2 to 12. You can determine the age of any child by viewing their thought screen, which will give you the child’s exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; dwarves may also give birth to children. This can be stopped or reduced by editing the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, they are looked after by their mother, who will continue working, leaving the baby in the [[workshop]] if they go to get [[material]]s. It is thought that babies sharing a tile with their parents always lie down, not the parent. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother is [[sleep]]ing, however, the birth may not wake her, and the baby will go about business as if it were a child. Often this means crawling to the dining hall or attempting to harvest plants/deconstruct walls. Still the game may report the message &amp;quot;...cancels sleep: seeking infant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If babies are separated from their mothers at some stage (say, for example, the mother gets injured and rushes off to the hospital zone for treatment), the baby will crawl around somewhat aimlessly either where they were left, or perhaps into the main dining hall, or just generally clutter up the corridors as it meanders through them. It shall be fed and watered as requested (rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. 'Job cancellation spam' is sometimes generated as the baby is seen by the game to be 'insane' (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In {{L|fortress mode}}, children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* socialising;&lt;br /&gt;
* removing {{L|construction}}s (such as {{L|wall}}s, {{L|floor}}s, {{L|ramp}}s);&lt;br /&gt;
* pulling {{L|lever}}s;&lt;br /&gt;
* {{L|hauling}} items to the {{L|trade depot}};&lt;br /&gt;
* eating, drinking, and sleeping as necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I haven't confirmed these directly, but they're probably still in as well:&lt;br /&gt;
* Arranging {{L|party|parties}} in {{L|meeting hall}}s;&lt;br /&gt;
* {{L|Farming|harvesting}} {{L|crops}}, if the 'All dwarves harvest' order is on;&lt;br /&gt;
* filling designated ponds; !--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the {{L|noble|nobility}}. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood== &amp;lt;!-- Confirmed by Toady in Talk 8 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=116208</id>
		<title>v0.31:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=116208"/>
		<updated>2010-06-01T03:02:30Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Babies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Most creatures, including {{L|Dwarves}}, start out as infants, then after a certain number of years become [[Children]], and then finally attain adulthood. For {{L|Dwarves}}, childhood starts after reaching 1 year of age, and continues until they are 12 years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your {{L|fortress}} might be any age from 2 to 12. You can determine the age of any child by viewing their thought screen, which will give you the child’s exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; dwarves may also give birth to children. This can be stopped or reduced by editing the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, they are looked after by their mother, who will continue working, leaving the baby in the [[workshop]] if they go to get [[material]]s. It is thought that babies sharing a tile with their parents always lie down, not the parent. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother is [[sleep]]ing, however, the birth may not wake her, and the baby will go about business as if it were a child. Often this means crawling to the dining hall or attempting to harvest plants/deconstruct walls. Still the game may report the message &amp;quot;...cancels sleep: seeking infant.&amp;quot;&lt;br /&gt;
If babies are separated from their mothers at some stage (say, for example, the mother gets injured and rushes off to the hospital zone for treatment), the baby will crawl around somewhat aimlessly either where they were left, or perhaps into the main dining hall, or just generally clutter up the corridors as it meanders through them. It shall be fed and watered as requested (rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. 'Job cancellation spam' is sometimes generated as the baby is seen by the game to be 'insane' (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In {{L|fortress mode}}, children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* socialising;&lt;br /&gt;
* removing {{L|construction}}s (such as {{L|wall}}s, {{L|floor}}s, {{L|ramp}}s);&lt;br /&gt;
* pulling {{L|lever}}s;&lt;br /&gt;
* {{L|hauling}} items to the {{L|trade depot}};&lt;br /&gt;
* eating, drinking, and sleeping as necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I haven't confirmed these directly, but they're probably still in as well:&lt;br /&gt;
* Arranging {{L|party|parties}} in {{L|meeting hall}}s;&lt;br /&gt;
* {{L|Farming|harvesting}} {{L|crops}}, if the 'All dwarves harvest' order is on;&lt;br /&gt;
* filling designated ponds; !--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the {{L|noble|nobility}}. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood== &amp;lt;!-- Confirmed by Toady in Talk 8 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=116207</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=116207"/>
		<updated>2010-06-01T02:37:24Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Did you know..? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we have someone confirm if you can see the children's age, I'm pretty sure the first child in my fortress had an age diplayed in his profile, Will check into soon --[[Special:Contributions/205.145.64.64|205.145.64.64]] 20:57, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:I went ahead and corrected the part about not being able to see a child's age. You can now see their age on the thoughts screen in bright letters! :P This info must have been from 40D and was copied over without checking to make sure it was still correct. --[[Special:Contributions/205.145.64.64|205.145.64.64]] 22:22, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had immigrants bringing their 2 month old CHILDREN. They were not babys and were in fact, treated like real children, despite the fact that theyre just 2 months old. --[[User:Niggy|Niggy]] 22:30, 29 May 2010 (UTC)&lt;br /&gt;
==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;br /&gt;
:I think that was in 40D as well but it should certainly be mentioned ''somewhere.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Did you know..?==&lt;br /&gt;
that if a dwarven baby's mother, a hauler/soldier, should have to battle a forgotten beast whilst carrying her newborn, and the forgotten beast should happen to 'grabs the dwarven baby by the upper left back tooth with it's left wing!', then 'releases the grip of the forgotten beast's left wing on the dwarven baby's upper left back tooth!', with the baby ending up a few squares away from the skirmish (placed 'away' from danger by it's mother, or thrown by the beast, i'm not sure..), completely uninjured, and then it's mother receives major injuries whilst wrestling with the said forgotten beast, falls unconscious, and gets captured in a cage by an otherwise friendly 'cage trap' upon hitting the deck (presumably), and then having to go through the embarrassment of being hauled through the fort to the animal stockpile, waiting for an age to get her cage build, then even longer to be released again, before beelining straight to the hospital for treatment and falling unconscious again with the job 'rest'.... then the baby will be absolutely fine? infact, it is given freedom; not one dwarf will mind it crawling about outside the fort's walls in the underground cavern the said forgotten beast came from unattended, or up the stairs and into the main hall on it's own, or just out into the corridors getting in the way of all the other dwarves. not even it's father, or two older brothers. and it will also be kept fed and watered - the little 'un 'complained of thirst/hunger lately' and 'received water/food recently' according to it's profile. interesting fact, i know. actually, the only slight problem with the whole thing is the 'cancelled job' spam; &amp;quot;*dwarven baby name*, Dwarven baby, cancels Clean Self: Too insane&amp;quot;, even though it says the little 'un is &amp;quot;quite content&amp;quot; in it's profile... ^-^  --[[User:DJ Devil|DJ Devil]] 20:30, 26 May 2010 (UTC)&lt;br /&gt;
:the little 'un has grown into a child now, his mother still in the hospital with a mangled leg. apparently no harm done, at all - it was left to crawl around to it's heart's content, and fed and watered when requested, like a semi-mobile injured dwarf. perhaps worthy of a brief note on the page?--[[User:DJ Devil|DJ Devil]] 03:22, 27 May 2010 (UTC)&lt;br /&gt;
:had exactly the same happen to me again; crazy mother takes newborn into battle with her --&amp;gt; crazy mother gets injured --&amp;gt; baby crawls around with &amp;quot;cancel job; insane&amp;quot; spam --&amp;gt; is fed and watered sufficiently to not die --&amp;gt; eventually grows into a child with no problems--[[User:DJ Devil|DJ Devil]] 17:45, 29 May 2010 (UTC)&lt;br /&gt;
::From what I've read, babies don't actually attempt to DO anything unless their mom actually DIES.  At which point, they'll attempt to suicide.  If they grow into a child before they succeed, then they're fine;  otherwise, they're dead.  The &amp;quot;cancels Clean Self: Too insane&amp;quot; spam is a result of how babies are implemented - a variation of the insanity code, I gather. So if the mom isn't actually dead, they'll just wander hither and yon and wait to grow up. So go ahead and write it up - just remember to use the Shift key properly. --[[User:DeMatt|DeMatt]] 18:10, 29 May 2010 (UTC)&lt;br /&gt;
:it says on this very article that they 'Often crawl to the dining hall or attempt to harvest plants/deconstruct walls.', which i personally have never seen, but i can believe it after the galavanting those two dwarven babies did.. i shall add a brief note--[[User:DJ Devil|DJ Devil]] 02:37, 1 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=116206</id>
		<title>v0.31 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=116206"/>
		<updated>2010-06-01T02:27:48Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* 'Clean Patient' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moved page to df2010, as it shouldn't be in mainspace [[User:Emi|Emi]] 02:33, 31 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rest to death ==&lt;br /&gt;
&lt;br /&gt;
Be aware that once you have a hospital zone defined - all your injured dwarves will immediately run there at top speed and start to &amp;quot;Rest&amp;quot; there. &amp;quot;Rest&amp;quot; job can not be interrupted by any other job because a resting dwarf gains &amp;quot;unconscious&amp;quot; state. If you have no uninjured dwarves to bring food and water all patients will eventually get thirsty and dehydratate to death. Insanity breaks the &amp;quot;rest&amp;quot; job and the mad dwarf will wake up and wander around but it isn't helping.&lt;br /&gt;
&lt;br /&gt;
If all your dwarves are injured to some extent - don't designate hospital zones.&lt;br /&gt;
&lt;br /&gt;
== Starving to death in the hospital? ==&lt;br /&gt;
&lt;br /&gt;
I had a few injured dwarves; they ended up starving to death in the hospital while a surgeon tried to perform surgery. Do I need to put food stockpiles in the hospital? Does it need a well? --[[User:Bombcar|Bombcar]] 16:46, 3 April 2010 (UTC)&lt;br /&gt;
:Were all your other dwarves busy?  As &amp;quot;bring food/water to injured&amp;quot; is like a well job and will only occur when no other order is deemed more important.[[User:Kenji 03|Kenji 03]] 11:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nearby pond/pool of water ==&lt;br /&gt;
&lt;br /&gt;
I think it's very important to make note that a pond or pool be located inside or at least in a room adjacent to the hospital.  See my user page if you want details, but the basics is that doctors (and possibly other dwarves) will run to the nearest water source to clean an injured/resting dwarf if they're dirty/muddy/bloody/whatever.  The problem is both sieges and distance.  During a siege, your doctor's going to get killed, plain and simple.  Yeah, other dwarves will get killed bringing water to dwarves, too, so it's important anyway.  Another thing is distance.  Say you have a bloody dwarf with a badly dented chest, and another dwarf with a mangled, broken head gushing blood.  For whatever reason, your doctor decides to diagnose Urist McDentedChest first.  The next course of action is cleaning.  Your doctor then grabs the nearest bucket from your hospital coffers, runs up the stairs to the nearest murky pool, brook, or river and halfway back to the fortress gate, UristMcGushingBloodOutHisHeadHemmorage bleeds to death.&lt;br /&gt;
&lt;br /&gt;
On another note, dwarves do seem to clot very well now compared to old 40d.  UristMcGushingHead in my fort has stopped bleeding, and even gone from extreme pain to faint to pale, and now he's back to only fainting, but if you go into battle with multiple wounded dwarves, you're going to have your doctors making multiple runs outside.  Inside water needs to be made an important point.  With the irrigation technique required at the moment, it shouldn't be too hard to explain since a similar technique is used. --[[User:Ryun|Ryun]] 21:51, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
         Would a well suffice?&lt;br /&gt;
&lt;br /&gt;
::It should, but I have not yet gotten to the point of making a well so I can't say I've tested it.  With the abundance of underground pools, it shouldn't be difficult to make.  I had suggested a pool initially because they would be easy to set up (except a little difficult to get full) for a new fort.  I assume they should, anyhow.  Once I bend my head around the technique of getting down to those pools multiple z-levels below, I'll test it. &lt;br /&gt;
&lt;br /&gt;
::After several stupid mining errors (&amp;quot;Let's use the channel ramps to mine instead of digging out the topmost staircase and get stuck forever!&amp;quot;) it appears that wells do indeed work for supplying dwarves water.  However, I would like a recommendation that the hospital is put on the z-level as closest as possible to an underground pool if that is the water source.  Dwarves take a fairly long time to get water when the distance the bucket must travel exceeds greater than 3 z-levels. Prep with multiple wells as well, of course, especially if you must place the well a long distance from the water source.--[[User:Ryun|Ryun]] 22:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I chose to run stream water down to my hospital.  I channeled out a cistern one level deeper than the hospital level, connected ''diagonally'' to a shaft that ran to the stream.  The [[DF2010:Pressure#Diagonal_Flow|diagonal connection]] &amp;lt;!-- could someone tell me how to link from a talk page to the main pages as {L|DF2010:Pressure#Diagonal_Flow}} does not work --&amp;gt;kills the water pressure.  I crossed my fingers, channeled out the last tile connecting the shaft to the stream, and it worked perfectly, so I permitted use of the door to the cistern.  (I've not flooded a fort since the Second Magma Incident of 2007.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:11, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::A well works fine. Sadly my dwarves don't use my bewdiful balineae right across from the hospital to fill buckets. Maybe because of all the soap in the water. (Okay, I'll be honest, never seen a dwarf with soap there, but they do get nice thougts from 'having a bath') --[[User:Old Ancient|Old Ancient]] 20:27, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traction bench bug? ==&lt;br /&gt;
&lt;br /&gt;
My medical dwarves seem unable to move patients onto the traction bench. I've seen mine spend most of a year on &amp;quot;Place In Traction&amp;quot;, standing over the victim, not accomplishing anything. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 05:09, 18 April 2010 (UTC)&lt;br /&gt;
:I cannot confirm, for I have not even seen any of my hospital workers (with surgery enabled) use the things, and all the wounded recover just fine, regardless. --[[User:Bronzebeard|Bronzebeard]] 00:11, 1 May 2010 (UTC)&lt;br /&gt;
::i had the same &amp;quot;place on traction bench&amp;quot; problem; my doctor was stood over the patient for what seemed like an eternity with that job description, but nothing was happening. as he started to starve himself, i removed the traction bench and he went to get some grub. i then tried the bench in a different position (away from any walls), but that didnt work either; had the same job, both in the same positions, but nothing was happening... i've ended up just scrapping the traction bench altogether, and have had no problems since :]--[[User:DJ Devil|DJ Devil]] 02:20, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
&lt;br /&gt;
what does this mean?&lt;br /&gt;
&lt;br /&gt;
:I guess it refers to the more general bug of dwarves not respecting property of caravans in some situations; supposedly they will steal food and booze if thers none in the fortress piles and they r hungry. So in this case they try to fulfill the thread, cloth and so on requests, ordered in the hospital H menu. Haven't encountered this myself though. --[[Special:Contributions/92.202.18.240|92.202.18.240]] 20:33, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Surgery bugged? ==&lt;br /&gt;
&lt;br /&gt;
It worked fine for me: it took a heckuva long time because my surgeon was incompetent; several surgery jobs and some ancillary damage later, rediagnosis - no more surgery required!  So it looks like a bad surgeon will take lots of attempts to get there but will eventually succeed.  [[User:Soundandfury|soundandfury]] 22:55, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds ==&lt;br /&gt;
I had a soldier who required suturing and since suturing is bugged, he never healed. Despite doing his duty and fighting, he kept returning to the hospital, showing rest instead of sleep, racking up bad thoughts from not being in his room and bed and possibly didn't even eat or drink, only getting what others brought him. So I thought, meh, remove the beds. this made him sleep on the floor in the hospital. So eventually I removed the hospital and in no time he is back to ecstatic, sleeping in his room, eating in the hall, making new friends, taking a bath. His wound and the suture and dressing requests are still there and are performed (to no avail) in his room.&lt;br /&gt;
&lt;br /&gt;
My recommendation for now (31.04 should fix some hospital bugs): Don't have a hospital and first check if doctors work fine without it. --[[Special:Contributions/92.202.10.116|92.202.10.116]]&lt;br /&gt;
&lt;br /&gt;
='Clean Patient'=&lt;br /&gt;
what labour relates to this? ..awh, he just died of infection.. but for future use, does anyone know? is it an automatic part of the diagnosis progress, done by the diagnostician? is it done by anyone with a healthcare skill? and can we have the answer on the page, please?--[[User:DJ Devil|DJ Devil]] 19:40, 26 May 2010 (UTC)&lt;br /&gt;
: It makes sense that wound dressing wound be part of this, but you'd have to check, it might just be cleaning skill.  Ya need soap btw. [[Special:Contributions/71.134.230.146|71.134.230.146]] 04:55, 31 May 2010 (UTC)&lt;br /&gt;
::'need' is such a false word. it's not 'need'-ed. it just helps fight infection, so i'm told. i still havent made any, though :p  nor plan on it. ^-^   and i think it's part of the diagnosis progress, but i've not had much injury of late, and i only have one specialised doctor with all the relative labours enabled, so my guess is as good as anyone's ^-^   i shall change some labours during the next megabeast attack and try to pin it to one of them (or all of them?)--[[User:DJ Devil|DJ Devil]] 02:27, 1 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=116204</id>
		<title>v0.31 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=116204"/>
		<updated>2010-06-01T02:20:50Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Traction bench bug? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moved page to df2010, as it shouldn't be in mainspace [[User:Emi|Emi]] 02:33, 31 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rest to death ==&lt;br /&gt;
&lt;br /&gt;
Be aware that once you have a hospital zone defined - all your injured dwarves will immediately run there at top speed and start to &amp;quot;Rest&amp;quot; there. &amp;quot;Rest&amp;quot; job can not be interrupted by any other job because a resting dwarf gains &amp;quot;unconscious&amp;quot; state. If you have no uninjured dwarves to bring food and water all patients will eventually get thirsty and dehydratate to death. Insanity breaks the &amp;quot;rest&amp;quot; job and the mad dwarf will wake up and wander around but it isn't helping.&lt;br /&gt;
&lt;br /&gt;
If all your dwarves are injured to some extent - don't designate hospital zones.&lt;br /&gt;
&lt;br /&gt;
== Starving to death in the hospital? ==&lt;br /&gt;
&lt;br /&gt;
I had a few injured dwarves; they ended up starving to death in the hospital while a surgeon tried to perform surgery. Do I need to put food stockpiles in the hospital? Does it need a well? --[[User:Bombcar|Bombcar]] 16:46, 3 April 2010 (UTC)&lt;br /&gt;
:Were all your other dwarves busy?  As &amp;quot;bring food/water to injured&amp;quot; is like a well job and will only occur when no other order is deemed more important.[[User:Kenji 03|Kenji 03]] 11:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nearby pond/pool of water ==&lt;br /&gt;
&lt;br /&gt;
I think it's very important to make note that a pond or pool be located inside or at least in a room adjacent to the hospital.  See my user page if you want details, but the basics is that doctors (and possibly other dwarves) will run to the nearest water source to clean an injured/resting dwarf if they're dirty/muddy/bloody/whatever.  The problem is both sieges and distance.  During a siege, your doctor's going to get killed, plain and simple.  Yeah, other dwarves will get killed bringing water to dwarves, too, so it's important anyway.  Another thing is distance.  Say you have a bloody dwarf with a badly dented chest, and another dwarf with a mangled, broken head gushing blood.  For whatever reason, your doctor decides to diagnose Urist McDentedChest first.  The next course of action is cleaning.  Your doctor then grabs the nearest bucket from your hospital coffers, runs up the stairs to the nearest murky pool, brook, or river and halfway back to the fortress gate, UristMcGushingBloodOutHisHeadHemmorage bleeds to death.&lt;br /&gt;
&lt;br /&gt;
On another note, dwarves do seem to clot very well now compared to old 40d.  UristMcGushingHead in my fort has stopped bleeding, and even gone from extreme pain to faint to pale, and now he's back to only fainting, but if you go into battle with multiple wounded dwarves, you're going to have your doctors making multiple runs outside.  Inside water needs to be made an important point.  With the irrigation technique required at the moment, it shouldn't be too hard to explain since a similar technique is used. --[[User:Ryun|Ryun]] 21:51, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
         Would a well suffice?&lt;br /&gt;
&lt;br /&gt;
::It should, but I have not yet gotten to the point of making a well so I can't say I've tested it.  With the abundance of underground pools, it shouldn't be difficult to make.  I had suggested a pool initially because they would be easy to set up (except a little difficult to get full) for a new fort.  I assume they should, anyhow.  Once I bend my head around the technique of getting down to those pools multiple z-levels below, I'll test it. &lt;br /&gt;
&lt;br /&gt;
::After several stupid mining errors (&amp;quot;Let's use the channel ramps to mine instead of digging out the topmost staircase and get stuck forever!&amp;quot;) it appears that wells do indeed work for supplying dwarves water.  However, I would like a recommendation that the hospital is put on the z-level as closest as possible to an underground pool if that is the water source.  Dwarves take a fairly long time to get water when the distance the bucket must travel exceeds greater than 3 z-levels. Prep with multiple wells as well, of course, especially if you must place the well a long distance from the water source.--[[User:Ryun|Ryun]] 22:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I chose to run stream water down to my hospital.  I channeled out a cistern one level deeper than the hospital level, connected ''diagonally'' to a shaft that ran to the stream.  The [[DF2010:Pressure#Diagonal_Flow|diagonal connection]] &amp;lt;!-- could someone tell me how to link from a talk page to the main pages as {L|DF2010:Pressure#Diagonal_Flow}} does not work --&amp;gt;kills the water pressure.  I crossed my fingers, channeled out the last tile connecting the shaft to the stream, and it worked perfectly, so I permitted use of the door to the cistern.  (I've not flooded a fort since the Second Magma Incident of 2007.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:11, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::A well works fine. Sadly my dwarves don't use my bewdiful balineae right across from the hospital to fill buckets. Maybe because of all the soap in the water. (Okay, I'll be honest, never seen a dwarf with soap there, but they do get nice thougts from 'having a bath') --[[User:Old Ancient|Old Ancient]] 20:27, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traction bench bug? ==&lt;br /&gt;
&lt;br /&gt;
My medical dwarves seem unable to move patients onto the traction bench. I've seen mine spend most of a year on &amp;quot;Place In Traction&amp;quot;, standing over the victim, not accomplishing anything. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 05:09, 18 April 2010 (UTC)&lt;br /&gt;
:I cannot confirm, for I have not even seen any of my hospital workers (with surgery enabled) use the things, and all the wounded recover just fine, regardless. --[[User:Bronzebeard|Bronzebeard]] 00:11, 1 May 2010 (UTC)&lt;br /&gt;
::i had the same &amp;quot;place on traction bench&amp;quot; problem; my doctor was stood over the patient for what seemed like an eternity with that job description, but nothing was happening. as he started to starve himself, i removed the traction bench and he went to get some grub. i then tried the bench in a different position (away from any walls), but that didnt work either; had the same job, both in the same positions, but nothing was happening... i've ended up just scrapping the traction bench altogether, and have had no problems since :]--[[User:DJ Devil|DJ Devil]] 02:20, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
&lt;br /&gt;
what does this mean?&lt;br /&gt;
&lt;br /&gt;
:I guess it refers to the more general bug of dwarves not respecting property of caravans in some situations; supposedly they will steal food and booze if thers none in the fortress piles and they r hungry. So in this case they try to fulfill the thread, cloth and so on requests, ordered in the hospital H menu. Haven't encountered this myself though. --[[Special:Contributions/92.202.18.240|92.202.18.240]] 20:33, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Surgery bugged? ==&lt;br /&gt;
&lt;br /&gt;
It worked fine for me: it took a heckuva long time because my surgeon was incompetent; several surgery jobs and some ancillary damage later, rediagnosis - no more surgery required!  So it looks like a bad surgeon will take lots of attempts to get there but will eventually succeed.  [[User:Soundandfury|soundandfury]] 22:55, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds ==&lt;br /&gt;
I had a soldier who required suturing and since suturing is bugged, he never healed. Despite doing his duty and fighting, he kept returning to the hospital, showing rest instead of sleep, racking up bad thoughts from not being in his room and bed and possibly didn't even eat or drink, only getting what others brought him. So I thought, meh, remove the beds. this made him sleep on the floor in the hospital. So eventually I removed the hospital and in no time he is back to ecstatic, sleeping in his room, eating in the hall, making new friends, taking a bath. His wound and the suture and dressing requests are still there and are performed (to no avail) in his room.&lt;br /&gt;
&lt;br /&gt;
My recommendation for now (31.04 should fix some hospital bugs): Don't have a hospital and first check if doctors work fine without it. --[[Special:Contributions/92.202.10.116|92.202.10.116]]&lt;br /&gt;
&lt;br /&gt;
='Clean Patient'=&lt;br /&gt;
what labour relates to this? ..awh, he just died of infection.. but for future use, does anyone know? is it an automatic part of the diagnosis progress, done by the diagnostician? is it done by anyone with a healthcare skill? and can we have the answer on the page, please?--[[User:DJ Devil|DJ Devil]] 19:40, 26 May 2010 (UTC)&lt;br /&gt;
: It makes sense that wound dressing wound be part of this, but you'd have to check, it might just be cleaning skill.  Ya need soap btw. [[Special:Contributions/71.134.230.146|71.134.230.146]] 04:55, 31 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:DJ_Devil&amp;diff=116202</id>
		<title>User talk:DJ Devil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:DJ_Devil&amp;diff=116202"/>
		<updated>2010-06-01T02:05:32Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Shift key! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. This is a template.&lt;br /&gt;
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* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Give your attention to the bolded items in particular. --[[User:N9103|Edward]] 12:46, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Shift key! ==&lt;br /&gt;
&lt;br /&gt;
Please, please, PLEASE learn to use the Shift key properly.  It's really annoying to read through one of your blocks-o-comments, totally lacking in the capital letters that are SUPPOSED to begin a sentence. It'll be even more annoying if you write up actual articles that way. --[[User:DeMatt|DeMatt]] 18:13, 29 May 2010 (UTC)&lt;br /&gt;
:very petty. i shan't be taking up your advice.--[[User:DJ Devil|DJ Devil]] 02:05, 1 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=115923</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=115923"/>
		<updated>2010-05-29T17:45:21Z</updated>

		<summary type="html">&lt;p&gt;DJ Devil: /* Did you know..? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we have someone confirm if you can see the children's age, I'm pretty sure the first child in my fortress had an age diplayed in his profile, Will check into soon --[[Special:Contributions/205.145.64.64|205.145.64.64]] 20:57, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:I went ahead and corrected the part about not being able to see a child's age. You can now see their age on the thoughts screen in bright letters! :P This info must have been from 40D and was copied over without checking to make sure it was still correct. --[[Special:Contributions/205.145.64.64|205.145.64.64]] 22:22, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;br /&gt;
:I think that was in 40D as well but it should certainly be mentioned ''somewhere.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Did you know..?==&lt;br /&gt;
that if a dwarven baby's mother, a hauler/soldier, should have to battle a forgotten beast whilst carrying her newborn, and the forgotten beast should happen to 'grabs the dwarven baby by the upper left back tooth with it's left wing!', then 'releases the grip of the forgotten beast's left wing on the dwarven baby's upper left back tooth!', with the baby ending up a few squares away from the skirmish (placed 'away' from danger by it's mother, or thrown by the beast, i'm not sure..), completely uninjured, and then it's mother receives major injuries whilst wrestling with the said forgotten beast, falls unconscious, and gets captured in a cage by an otherwise friendly 'cage trap' upon hitting the deck (presumably), and then having to go through the embarrassment of being hauled through the fort to the animal stockpile, waiting for an age to get her cage build, then even longer to be released again, before beelining straight to the hospital for treatment and falling unconscious again with the job 'rest'.... then the baby will be absolutely fine? infact, it is given freedom; not one dwarf will mind it crawling about outside the fort's walls in the underground cavern the said forgotten beast came from unattended, or up the stairs and into the main hall on it's own, or just out into the corridors getting in the way of all the other dwarves. not even it's father, or two older brothers. and it will also be kept fed and watered - the little 'un 'complained of thirst/hunger lately' and 'received water/food recently' according to it's profile. interesting fact, i know. actually, the only slight problem with the whole thing is the 'cancelled job' spam; &amp;quot;*dwarven baby name*, Dwarven baby, cancels Clean Self: Too insane&amp;quot;, even though it says the little 'un is &amp;quot;quite content&amp;quot; in it's profile... ^-^  --[[User:DJ Devil|DJ Devil]] 20:30, 26 May 2010 (UTC)&lt;br /&gt;
:the little 'un has grown into a child now, his mother still in the hospital with a mangled leg. apparently no harm done, at all - it was left to crawl around to it's heart's content, and fed and watered when requested, like a semi-mobile injured dwarf. perhaps worthy of a brief note on the page?--[[User:DJ Devil|DJ Devil]] 03:22, 27 May 2010 (UTC)&lt;br /&gt;
:had exactly the same happen to me again; crazy mother takes newborn into battle with her --&amp;gt; crazy mother gets injured --&amp;gt; baby crawls around with &amp;quot;cancel job; insane&amp;quot; spam --&amp;gt; is fed and watered sufficiently to not die --&amp;gt; eventually grows into a child with no problems--[[User:DJ Devil|DJ Devil]] 17:45, 29 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DJ Devil</name></author>
	</entry>
</feed>