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		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9792</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9792"/>
		<updated>2008-08-30T23:55:00Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Skills and workshops */  The edit I made to remove verify was wrong before. I need to move wood burner to the does make artifacts list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters 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 [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&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 mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it 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.&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.&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 gain a legendary 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;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, there are at least 20 dwarves alive {{verify}} and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is 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;
* ''Taken by a fey mood!''&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;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&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.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only 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;
* ''Begins to stalk and brood...''&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 dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&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;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood burner]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Skills which do not produce artifacts:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]{{Verify}}&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&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.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[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 about 2 seconds mean multiple pieces of that material will be required. 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; 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;
Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&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;
| [[Stone]]&lt;br /&gt;
| rock{{verify}}&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&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; 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; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42920</id>
		<title>40d Talk:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42920"/>
		<updated>2008-08-29T17:57:48Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Downward Ramp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;redirect slope to this place?&lt;br /&gt;
took a while for me to find this.&lt;br /&gt;
helps in making traps and controlling movements.&lt;br /&gt;
thank god things can't fly...i think.&lt;br /&gt;
oh right and i don't know how to do whatever. redirect.--[[User:Seaneat|Seaneat]] 17:22, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---[[User:Zombiejustice|Zombiejustice]] 20:02, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Downward Ramp====&lt;br /&gt;
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --[[User:Ehertlein|Ehertlein]] 12:21, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.&lt;br /&gt;
:Then, your miners are able to dig from there an upward ramp on the level below:&lt;br /&gt;
:(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXX                  &lt;br /&gt;
               cXXXXXXXXX Level Z              c (c)hannel here at first&lt;br /&gt;
XXXXXXXXXXXXXX&amp;gt;______XXXX Level Z-1            &amp;gt;  then place an upward ramp here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If anyone is able to explain this better, fell free to edit.--[[User:Doub|Doub]]&lt;br /&gt;
::I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.&lt;br /&gt;
::Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --[[User:Ehertlein|Ehertlein]] 13:57, 29 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42918</id>
		<title>40d Talk:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42918"/>
		<updated>2008-08-29T16:21:32Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: Downward Ramp Quation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;redirect slope to this place?&lt;br /&gt;
took a while for me to find this.&lt;br /&gt;
helps in making traps and controlling movements.&lt;br /&gt;
thank god things can't fly...i think.&lt;br /&gt;
oh right and i don't know how to do whatever. redirect.--[[User:Seaneat|Seaneat]] 17:22, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---[[User:Zombiejustice|Zombiejustice]] 20:02, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Downward Ramp====&lt;br /&gt;
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --[[User:Ehertlein|Ehertlein]] 12:21, 29 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44044</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44044"/>
		<updated>2008-08-29T15:34:07Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Fort Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Anecdotal: I've had a Kitten destealth a Kobold Thief in the current version, so I'm pretty sure that Pets DO detect stealthers. --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
* What is the Job Check Chest?&lt;br /&gt;
::If a dwarf owns a chest, he may put owned items into it and sometimes check if they are still there (my observation). --[[User:Caiburn|Caiburn]] 09:50, 24 August 2008 (CET)&lt;br /&gt;
:::Self-correction: Dwarves check chests that do not belong to anyone. I guess this could use investigation. --[[User:Caiburn|Caiburn]] 18:06, 26 August 2008 (CET)&lt;br /&gt;
::::Nod it seems odd that I would catch them doing that so often as well.--[[User:Ehertlein|Ehertlein]] 18:39, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;br /&gt;
&lt;br /&gt;
The fall caravan from the mountain home behaved oddly. They came and unloaded and then left before I could even finish the meeting with the liaison. We spent the rest of the fall an winter moving the trade depot inside the fortress in hopes that caravans would feel safer. We also learned how to create a dump for the stones that were littering my useful spaces. Hopefully next year will be more productive.&lt;br /&gt;
&lt;br /&gt;
===Year 3===&lt;br /&gt;
====Spring====&lt;br /&gt;
Well we finally had a caravan survive. The elves stopped by and we traded them some of our huge food reserves for some berries and a pair of Jaguars. Our dreams of the halls being patrolled by giant cats were dashed when our Ranger, Inod Zursullor, pointed out they were both female. The elves are tricksy!&lt;br /&gt;
&lt;br /&gt;
New immigrants have bolstered our ranks to 52 sturdy dwarves. The newly appointed mayor now believes she needs some better accommodations so we are working to improve her office. The Captain of the Guard, a former Fish Dissector, is happy with his new rooms.&lt;br /&gt;
&lt;br /&gt;
We need to start doing some digging looking for some ore at some point here. We can't depend on mushrooms to keep this fortress running forever!&lt;br /&gt;
====Summer====&lt;br /&gt;
The human caravan was a decent success. We bought everything we could use including all of their ore, logs, and barrels. It its obvious that we are going to have to offer more for their goods to get the armor and metal that we are now needing.&lt;br /&gt;
&lt;br /&gt;
No immigrants at all this season. Odd, we had expected some with all of the improvements we made to the fortress to please the Mayor. In a strange coincidence, as soon as we had met all of the Mayor's demands, she was replaced by an election. Our resident Armorsmith is now heading our fortress.&lt;br /&gt;
&lt;br /&gt;
No attacks since we moved the Trade Depot inside, but our hunter is laid up and her dog is dead. We didn't even see what did it. Probably the batmen from near the chasm up north. We also have a member of our military who has been bed ridden for months after a terrible leg injury while sparring.&lt;br /&gt;
&lt;br /&gt;
Digging hasn't progressed well at all, we are trying to train a new miner, he is very slow.&lt;br /&gt;
====Fall====&lt;br /&gt;
Wipe Out... We tunneled into an underground river and loosed a slew of lizardmen, snakemen, cave crocodiles into the fortress. Few have survived. (I think we are going to abandon this fortress and use the lessons learned on a new location. Also going to move DF to my faster computer, the Athalon machine was getting 12 FPS while the slaughter went on.)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quern&amp;diff=6405</id>
		<title>40d Talk:Quern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quern&amp;diff=6405"/>
		<updated>2008-08-27T14:58:50Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* things not to mill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this page redundant since we have [[workshops]]? --[[User:Mizipzor|Mizipzor]] 14:28, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Eventually, we'll probably want a page for each workshop.  [[Workshops]] should just be a category, IMO. --[[User:Peristarkawan|Peristarkawan]] 14:48, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking, ill turn all the workshop names into links in the workshop page to indicate that. --[[User:Mizipzor|Mizipzor]] 16:16, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, having all the information on a single page doesn't work in the long run (E.g. [[stone]]s, [[workshop]]s, but if you look at the old wiki we had templates for each building which I thought worked quite well. Think from the perspective of a user who wants a single snippet of information; &amp;quot;What does the quern do&amp;quot;... we shouldn't force them to read through all the other workshop types. --[[User:Markavian|Markavian]]&lt;br /&gt;
: Tiniest tinyness... ? That's gotta change at some point! I thought I'd build one before editing this page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== Differences ==&lt;br /&gt;
&lt;br /&gt;
What's the difference between a [[quern]] and a [[mill]]? Is the mill faster, or require less overall labor?&lt;br /&gt;
&lt;br /&gt;
== things not to mill ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to prevent milling of certain plants, like, wheat yes, sweet cups no? a menu like the {{K|z}}-kitchen-cook/brew? Only way i can think of is forbidding the barrel with the not to mill plants, but my dwarfs are intent on piling it all in one barrel. (Can i prevent that by forbidding mix food?) Or having a strict planting order so only one plant is available at a season, but that limits to 4 crops a year ...same thing with processing too--[[User:Koltom|Koltom]] 13:25, 12 February 2008 (EST)&lt;br /&gt;
:why don't you want your dimple cups milled? isn't that required for the dye?--[[User:Eerr|Eerr]] 13:13, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I suspect he meant ''[[Sweet pods]]''. Whether a bug or not, 1 unit of sweet pods milled at a quern/millstone produces 1 unit of [[Dwarven sugar]], but same 1 unit of sweet pods processed at the [[Farmer's workshop]] produces 5 units of [[Dwarven syrup]]. So he'd rather get 5x value by having them processed rather than milled. --[[User:Mattmoss|Mattmoss]] 22:23, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think this is a fairly popular request these days. On the official forums there is a [http://www.bay12games.com/forum/index.php?topic=23687.0 thread] that has &amp;quot;Improved Resource Management&amp;quot; as one of the things to improve. Maybe you could wander over there and put in your 2 cents about also wanting this improved. In the meantime, I have taken to processing in rounds. I will process into barrels until I have no Sweet Pods left before I mill for flour or dye. While I know this isn't the most efficient way to do things it does avoid loosing all those pods to sugar.--[[User:Ehertlein|Ehertlein]] 10:58, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not just a made-up word ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Quern-stone Wikipedia: Quern-stone]. A-ha! A word I never knew before playing Dwarf Fortress, and another thing you can make out of rock. Here I thought Toady might have made up the word so he could use 'q' as the hotkey. I shouldn't have doubted someone who programmed in eleventeen types of rock. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:25, 27 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44042</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44042"/>
		<updated>2008-08-26T22:39:44Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Newbie Questions I have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* What is the Job Check Chest?&lt;br /&gt;
::If a dwarf owns a chest, he may put owned items into it and sometimes check if they are still there (my observation). --[[User:Caiburn|Caiburn]] 09:50, 24 August 2008 (CET)&lt;br /&gt;
:::Self-correction: Dwarves check chests that do not belong to anyone. I guess this could use investigation. --[[User:Caiburn|Caiburn]] 18:06, 26 August 2008 (CET)&lt;br /&gt;
::::Nod it seems odd that I would catch them doing that so often as well.--[[User:Ehertlein|Ehertlein]] 18:39, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;br /&gt;
&lt;br /&gt;
The fall caravan from the mountain home behaved oddly. They came and unloaded and then left before I could even finish the meeting with the liaison. We spent the rest of the fall an winter moving the trade depot inside the fortress in hopes that caravans would feel safer. We also learned how to create a dump for the stones that were littering my useful spaces. Hopefully next year will be more productive.&lt;br /&gt;
&lt;br /&gt;
===Year 3===&lt;br /&gt;
====Spring====&lt;br /&gt;
Well we finally had a caravan survive. The elves stopped by and we traded them some of our huge food reserves for some berries and a pair of Jaguars. Our dreams of the halls being patrolled by giant cats were dashed when our Ranger, Inod Zursullor, pointed out they were both female. The elves are tricksy!&lt;br /&gt;
&lt;br /&gt;
New immigrants have bolstered our ranks to 52 sturdy dwarves. The newly appointed mayor now believes she needs some better accommodations so we are working to improve her office. The Captain of the Guard, a former Fish Dissector, is happy with his new rooms.&lt;br /&gt;
&lt;br /&gt;
We need to start doing some digging looking for some ore at some point here. We can't depend on mushrooms to keep this fortress running forever!&lt;br /&gt;
====Summer====&lt;br /&gt;
The human caravan was a decent success. We bought everything we could use including all of their ore, logs, and barrels. It its obvious that we are going to have to offer more for their goods to get the armor and metal that we are now needing.&lt;br /&gt;
&lt;br /&gt;
No immigrants at all this season. Odd, we had expected some with all of the improvements we made to the fortress to please the Mayor. In a strange coincidence, as soon as we had met all of the Mayor's demands, she was replaced by an election. Our resident Armorsmith is now heading our fortress.&lt;br /&gt;
&lt;br /&gt;
No attacks since we moved the Trade Depot inside, but our hunter is laid up and her dog is dead. We didn't even see what did it. Probably the batmen from near the chasm up north. We also have a member of our military who has been bed ridden for months after a terrible leg injury while sparring.&lt;br /&gt;
&lt;br /&gt;
Digging hasn't progressed well at all, we are trying to train a new miner, he is very slow.&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44040</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44040"/>
		<updated>2008-08-26T14:00:20Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Year 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* What is the Job Check Chest?&lt;br /&gt;
::If a dwarf owns a chest, he may put owned items into it and sometimes check if they are still there (my observation). --[[User:Caiburn|Caiburn]] 09:50, 24 August 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;br /&gt;
&lt;br /&gt;
The fall caravan from the mountain home behaved oddly. They came and unloaded and then left before I could even finish the meeting with the liaison. We spent the rest of the fall an winter moving the trade depot inside the fortress in hopes that caravans would feel safer. We also learned how to create a dump for the stones that were littering my useful spaces. Hopefully next year will be more productive.&lt;br /&gt;
&lt;br /&gt;
===Year 3===&lt;br /&gt;
====Spring====&lt;br /&gt;
Well we finally had a caravan survive. The elves stopped by and we traded them some of our huge food reserves for some berries and a pair of Jaguars. Our dreams of the halls being patrolled by giant cats were dashed when our Ranger, Inod Zursullor, pointed out they were both female. The elves are tricksy!&lt;br /&gt;
&lt;br /&gt;
New immigrants have bolstered our ranks to 52 sturdy dwarves. The newly appointed mayor now believes she needs some better accommodations so we are working to improve her office. The Captain of the Guard, a former Fish Dissector, is happy with his new rooms.&lt;br /&gt;
&lt;br /&gt;
We need to start doing some digging looking for some ore at some point here. We can't depend on mushrooms to keep this fortress running forever!&lt;br /&gt;
====Summer====&lt;br /&gt;
The human caravan was a decent success. We bought everything we could use including all of their ore, logs, and barrels. It its obvious that we are going to have to offer more for their goods to get the armor and metal that we are now needing.&lt;br /&gt;
&lt;br /&gt;
No immigrants at all this season. Odd, we had expected some with all of the improvements we made to the fortress to please the Mayor. In a strange coincidence, as soon as we had met all of the Mayor's demands, she was replaced by an election. Our resident Armorsmith is now heading our fortress.&lt;br /&gt;
&lt;br /&gt;
No attacks since we moved the Trade Depot inside, but our hunter is laid up and her dog is dead. We didn't even see what did it. Probably the batmen from near the chasm up north. We also have a member of our military who has been bed ridden for months after a terrible leg injury while sparring.&lt;br /&gt;
&lt;br /&gt;
Digging hasn't progressed well at all, we are trying to train a new miner, he is very slow.&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44486</id>
		<title>User talk:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44486"/>
		<updated>2008-08-26T05:34:59Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: Can sparring be modded?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Love your fort journal. Mind if I steal the idea for my user page as well? -- [[User:Ehertlein|Ehertlein]] 17:25, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just read your last journal entry, I too have a dwarf laid up in the barracks with an injury from sparring. I have to agree, if I could change one thing about DF it would be the killing of dwarves while sparring. I only have 5 military dwarves, and my fort has only been around for 3 years and already I have a permanently lame dwarf. Those aren't good stats. Does anyone know if there is a way for me to change that in my game? --[[User:Ehertlein|Ehertlein]] 01:34, 26 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44038</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44038"/>
		<updated>2008-08-24T03:44:41Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Fort Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* What is the Job Check Chest?&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;br /&gt;
&lt;br /&gt;
The fall caravan from the mountain home behaved oddly. They came and unloaded and then left before I could even finish the meeting with the liaison. We spent the rest of the fall an winter moving the trade depot inside the fortress in hopes that caravans would feel safer. We also learned how to create a dump for the stones that were littering my useful spaces. Hopefully next year will be more productive.&lt;br /&gt;
&lt;br /&gt;
===Year 3===&lt;br /&gt;
====Spring====&lt;br /&gt;
Well we finally had a caravan survive. The elves stopped by and we traded them some of our huge food reserves for some berries and a pair of Jaguars. Our dreams of the halls being patrolled by giant cats were dashed when our Ranger, Inod Zursullor, pointed out they were both female. The elves are tricksy!&lt;br /&gt;
&lt;br /&gt;
New immigrants have bolstered our ranks to 52 sturdy dwarves. The newly appointed mayor now believes she needs some better accommodations so we are working to improve her office. The Captain of the Guard, a former Fish Dissector, is happy with his new rooms.&lt;br /&gt;
&lt;br /&gt;
We need to start doing some digging looking for some ore at some point here. We can't depend on mushrooms to keep this fortress running forever!&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44037</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44037"/>
		<updated>2008-08-23T12:52:39Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* What is the Job Check Chest?&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;br /&gt;
&lt;br /&gt;
The fall caravan from the mountain home behaved oddly. They came and unloaded and then left before I could even finish the meeting with the liaison. We spent the rest of the fall an winter moving the trade depot inside the fortress in hopes that caravans would feel safer. We also learned how to create a dump for the stones that were littering my useful spaces. Hopefully next year will be more productive.&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Silfir&amp;diff=44508</id>
		<title>User:Silfir</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Silfir&amp;diff=44508"/>
		<updated>2008-08-23T03:01:54Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hope no one kills me for updating the [[obsidian]] articles. It's just that I love obsidian so goddamn much.&lt;br /&gt;
:Boy you were not kidding about loving obsidian! :) --[[User:Ehertlein|Ehertlein]] 23:01, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9790</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9790"/>
		<updated>2008-08-23T00:19:38Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Skills and workshops */  removed verify from woodburner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters 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 [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&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 mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it 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.&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.&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 gain a legendary 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;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, there are at least 20 dwarves alive {{verify}} and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is 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;
* ''Taken by a fey mood!''&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;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&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.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only 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;
* ''Begins to stalk and brood...''&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 dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&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;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Skills which do not produce artifacts:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]] - Verified on 39f&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]{{Verify}}&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&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.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[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 about 2 seconds mean multiple pieces of that material will be required. 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; 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;
Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&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;
| [[Stone]]&lt;br /&gt;
| rock{{verify}}&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&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; 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; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5178</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5178"/>
		<updated>2008-08-23T00:18:50Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: woodburner verified...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
&lt;br /&gt;
== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== stark raving suicide ==&lt;br /&gt;
&lt;br /&gt;
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Silk Cloth ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
&lt;br /&gt;
Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
&lt;br /&gt;
:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cooks ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soapers etc. ==&lt;br /&gt;
&lt;br /&gt;
It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not all demands need to be met ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
&lt;br /&gt;
I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44036</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44036"/>
		<updated>2008-08-22T23:46:32Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: check chest?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* What is the Job Check Chest?&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17608</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17608"/>
		<updated>2008-08-22T16:43:12Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Is Sand Ever Available in Caravans? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
:At least, that's how it was back in the last version-I doubt they changed it, though.&lt;br /&gt;
:[[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Absence of sand and moods ==&lt;br /&gt;
&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of sand for glassmaking ==&lt;br /&gt;
&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just {{k|k}} over the banks under it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chrispy|Chrispy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::I don't think this is true, personally. Then again, I hardly ever embark on a river. Heh. --[[User:GreyMario|GreyMario]] 17:18, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure 'digging' is the right word - you may need to pump water for sand.  I just found an underground pool with a sandy bottom on a map otherwise lacking in sand.  Multi-level water pumping?  Gee i'm glad i practiced building under the ocean not too long ago... --[[User:Squirrelloid|Squirrelloid]] 19:02, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Is Sand Ever Available in Caravans? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if I will never have it in this current fortress. --[[User:Ehertlein|Ehertlein]] 07:46, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sadly, no. Caravans don't carry sand and it isn't available as something you can request. I expect Toady will eventually take care of it in an update, but for now you're out of luck. You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map (no sand). --[[User:Janus|Janus]] 08:48, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good to know. I was basically just interested in making some glass windows for an office. --[[User:Ehertlein|Ehertlein]] 09:45, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you don't mind cheating, you could either make your soil sand by raw editing. That's what I do, since finding a small site with sand + underground river + magma pipe + flux + chasm - aquifer - underground pool - cave - salt water is a bit difficult. --[[User:Savok|Savok]] 12:10, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'll work with what I have been given. I have a magma pipe and supposedly an underground river (if the site finder didn't lie to me) so I will work on building some sort of obsidian monstrosity if I get bored. I am too new to DF to worry too much about glass anyways! I can't even keep incoming caravans happy! :) --[[User:Ehertlein|Ehertlein]] 12:43, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17606</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17606"/>
		<updated>2008-08-22T13:45:16Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Is Sand Ever Available in Caravans? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
: I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Types of sand for glassmaking==&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just {{k|k}} over the banks under it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chrispy|Chrispy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::I don't think this is true, personally. Then again, I hardly ever embark on a river. Heh. --[[User:GreyMario|GreyMario]] 17:18, 22 April 2008 (EDT)&lt;br /&gt;
::: I'm not sure 'digging' is the right word - you may need to pump water for sand.  I just found an underground pool with a sandy bottom on a map otherwise lacking in sand.  Multi-level water pumping?  Gee i'm glad i practiced building under the ocean not too long ago... --[[User:Squirrelloid|Squirrelloid]] 19:02, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Is Sand Ever Available in Caravans?==&lt;br /&gt;
Just wondering if I will never have it in this current fortress. --[[User:Ehertlein|Ehertlein]] 07:46, 22 August 2008 (EDT)&lt;br /&gt;
:Sadly, no. Caravans don't carry sand and it isn't available as something you can request. I expect Toady will eventually take care of it in an update, but for now you're out of luck. You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map (no sand). --[[User:Janus|Janus]] 08:48, 22 August 2008 (EDT)&lt;br /&gt;
::Good to know. I was basically just interested in making some glass windows for an office. --[[User:Ehertlein|Ehertlein]] 09:45, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17604</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17604"/>
		<updated>2008-08-22T11:46:33Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: Is Sand Ever Available in Caravans?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
: I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Types of sand for glassmaking==&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just {{k|k}} over the banks under it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chrispy|Chrispy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::I don't think this is true, personally. Then again, I hardly ever embark on a river. Heh. --[[User:GreyMario|GreyMario]] 17:18, 22 April 2008 (EDT)&lt;br /&gt;
::: I'm not sure 'digging' is the right word - you may need to pump water for sand.  I just found an underground pool with a sandy bottom on a map otherwise lacking in sand.  Multi-level water pumping?  Gee i'm glad i practiced building under the ocean not too long ago... --[[User:Squirrelloid|Squirrelloid]] 19:02, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Is Sand Ever Available in Caravans?==&lt;br /&gt;
Just wondering if I will never have it in this current fortress. --[[User:Ehertlein|Ehertlein]] 07:46, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44035</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44035"/>
		<updated>2008-08-22T03:57:27Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: readding fort journal, was lost on a previous edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44034</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44034"/>
		<updated>2008-08-21T19:46:15Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Newbie Questions I have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pages I use Often ==&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
== Newbie Questions I have ==&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason%27s_workshop&amp;diff=44019</id>
		<title>40d Talk:Mason's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason%27s_workshop&amp;diff=44019"/>
		<updated>2008-08-21T13:43:37Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Specific Stones */  forgot to sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specific Stones ==&lt;br /&gt;
Is there a way to specify which stone to use for the building of an item. Say I want a mudstone door not a basalt door? [[User:Ehertlein|Ehertlein]] 12:37, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not at the current time. It seems like the dwarves use the closest stone.--[[User:Mabmoro|mabmoro]] 12:54, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, I'll just deal with non-matching doors for now :) [[User:Ehertlein|Ehertlein]] 12:55, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::You can also either forbid or dump the stone that you dont want them to use via the Stock menu. Make sure your bookkeeper has put accuracy high, though, since the average fortress will have a LOT of stone.--[[User:Mabmoro|mabmoro]] 13:08, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Forbidding the stone will mean my dwarves wont use it for anything though correct? So if I didn't want the obsidian used for doors and beds but I did want it for crafts, that wouldn't work? --[[User:Ehertlein|Ehertlein]] 09:43, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Correct, from my experience. --[[User:Mabmoro|mabmoro]] 09:41, 21 August 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
::Note that a dwarf will pick up and use the closest stone to where they were when they were assigned the task, which is not necessarily the closest stone to the workshop (if they were previously in a meeting area, for example). --[[User:Raumkraut|Raumkraut]] 00:37, 5 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason%27s_workshop&amp;diff=44017</id>
		<title>40d Talk:Mason's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason%27s_workshop&amp;diff=44017"/>
		<updated>2008-08-21T13:37:32Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Specific Stones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specific Stones ==&lt;br /&gt;
Is there a way to specify which stone to use for the building of an item. Say I want a mudstone door not a basalt door? [[User:Ehertlein|Ehertlein]] 12:37, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not at the current time. It seems like the dwarves use the closest stone.--[[User:Mabmoro|mabmoro]] 12:54, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, I'll just deal with non-matching doors for now :) [[User:Ehertlein|Ehertlein]] 12:55, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::You can also either forbid or dump the stone that you dont want them to use via the Stock menu. Make sure your bookkeeper has put accuracy high, though, since the average fortress will have a LOT of stone.--[[User:Mabmoro|mabmoro]] 13:08, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Forbidding the stone will mean my dwarves wont use it for anything though correct? So if I didn't want the obsidian used for doors and beds but I did want it for crafts, that wouldn't work?&lt;br /&gt;
 &lt;br /&gt;
::Note that a dwarf will pick up and use the closest stone to where they were when they were assigned the task, which is not necessarily the closest stone to the workshop (if they were previously in a meeting area, for example). --[[User:Raumkraut|Raumkraut]] 00:37, 5 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44032</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44032"/>
		<updated>2008-08-21T11:59:00Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I Have=&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
::DOH! Pull the stuff IN the fortress from the depot after the caravan leaves! No wonder I was getting robbed blind. --[[User:Ehertlein|Ehertlein]] 06:52, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44031</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44031"/>
		<updated>2008-08-21T10:52:32Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Newbie Questions I Have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Pages I use Often==&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
==Newbie Questions I Have==&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
::DOH! Pull the stuff IN the fortress from the depot after the caravan leaves! No wonder I was getting robbed blind. --[[User:Ehertlein|Ehertlein]] 06:52, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fort Journal==&lt;br /&gt;
'''Year 1'''&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
'''Year 2'''&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44030</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44030"/>
		<updated>2008-08-21T10:51:10Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Fort Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Pages I use Often==&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
==Newbie Questions I Have==&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fort Journal==&lt;br /&gt;
'''Year 1'''&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
'''Year 2'''&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ehertlein&amp;diff=44496</id>
		<title>User talk:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ehertlein&amp;diff=44496"/>
		<updated>2008-08-21T10:42:21Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Migrants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You should certainly steal my fort journal idea. :)  I'm glad you like it.&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
&lt;br /&gt;
Your year 1 post mentions ''No migrants this year, not sure why''&lt;br /&gt;
My manager is set to have his only task as Engraving. Every &amp;quot;permenant&amp;quot; wall I dig, I set to smooth, then engrave. He is pretty good at it now so he moves along almost as quick as my miners. Masterwork engraved walls and floors increase the architectural value of your fortress, and you get migrants pretty quick (three years in I'm still getting autumn+spring).[[User:GarrieIrons|GarrieIrons]] 23:47, 20 August 2008 (EDT)&lt;br /&gt;
:I may give that a whirl. My fortress was mostly based on dwarven agriculture. I wonder if loose trading hurt the value of my fortress? (I accidentally traded nearly 30k of my stuff for 10k of caravan goods.) --[[User:Ehertlein|Ehertlein]] 06:42, 21 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44029</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44029"/>
		<updated>2008-08-20T23:52:17Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Fort Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Pages I use Often==&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
==Newbie Questions I Have==&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fort Journal==&lt;br /&gt;
'''Year 1'''&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44028</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44028"/>
		<updated>2008-08-20T23:43:44Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: adding fort journal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Pages I use Often==&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
==Newbie Questions I Have==&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fort Journal==&lt;br /&gt;
* Guardpicks&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Shell&amp;diff=32476</id>
		<title>40d Talk:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Shell&amp;diff=32476"/>
		<updated>2008-08-20T21:39:49Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Creating shell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shells can be made into bolts?  Are we sure? --Gotthard 12:41, 19 December 2007 (EST)&lt;br /&gt;
:They cant.--[[User:Heliopios|Heliopios]] 13:05, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creating shell ==&lt;br /&gt;
&lt;br /&gt;
I keep losing dwarves to moods when they can't get any shell and they go nuts.&lt;br /&gt;
&lt;br /&gt;
I have a lot of raw turtles in barrels. I also have tons of other foods. How do I get my dwarves to eat the turtles in particular and create shells?&lt;br /&gt;
&lt;br /&gt;
:Dwarves won't eat RAW turtles, or any other raw fish. Queue up the &amp;quot;Process raw fish&amp;quot; task at a [[fishery]] to make them edible, and you'll have shell in no time. Also, remember to sign your posts on these Talk pages, yes? Yes. --[[User:Zombiejustice|Zombiejustice]] 17:12, 20 August 2008 (EDT)&lt;br /&gt;
:On a slightly related note, I wish there was a way to designate which foods should be eaten. Having the dwarves eat the meat I'm trying to cook, but not the turtles I'd like the shells from is a pain. --[[User:Ehertlein|Ehertlein]] 17:39, 20 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44027</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44027"/>
		<updated>2008-08-20T21:30:19Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Newbie Questions I have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pages I use Often ==&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
== Newbie Questions I have ==&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44485</id>
		<title>User talk:Sev</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sev&amp;diff=44485"/>
		<updated>2008-08-20T21:25:11Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: great journal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Love your fort journal. Mind if I steal the idea for my user page as well? -- [[User:Ehertlein|Ehertlein]] 17:25, 20 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stupid_dwarf_trick&amp;diff=43976</id>
		<title>40d Talk:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stupid_dwarf_trick&amp;diff=43976"/>
		<updated>2008-08-20T14:59:33Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: Obsidian Factory Question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magma pumping ==&lt;br /&gt;
Thanks for the update [[user:Cizra|Cizra]], I've modified it to be more encyclopedic. :) I think more research/verification of which parts of [[screw pump|pumps]] need to be magma-proof is warranted. --[[User:Raumkraut|Raumkraut]] 17:23, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Obsidian Factory ==&lt;br /&gt;
Any ideas on how I would get started with this? I actually have a magma pipe near some natural lakes. Do I have the makings of an Obsidian Factory? -- [[User:Ehertlein|Ehertlein]] 10:59, 20 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16742</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16742"/>
		<updated>2008-08-18T11:03:57Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Vermin&amp;diff=25547</id>
		<title>40d Talk:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Vermin&amp;diff=25547"/>
		<updated>2008-08-05T20:34:19Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Flies... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone put a list of all the vermin, and their uses if caught? And a picture? --[[User:DDouble|DDouble]] 21:55, 11 November 2007 (EST)&lt;br /&gt;
:What would be the use of the picture? --[[User:Eagle of Fire|Eagle of Fire]] 00:24, 12 November 2007 (EST)&lt;br /&gt;
::Just to clarify in case the first poster didn't know, vermin all use the same image. --[[User:Shades|Shades]] 09:13, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Not quite.  Lungfish vermin, for instance, use a fish-like symbol, worms use a tilde, etc.  However, most do use the simple &amp;quot;large dot&amp;quot; graphic. --[[User:JT|JT]] 16:30, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just listed them all, with most pertinent information. Hope you like. Now someone should go list all the extracts. --[[User:Turgid Bolk|Turgid Bolk]] 02:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== un tameable vermin ==&lt;br /&gt;
&lt;br /&gt;
Fire snakes when caught in an animal trap had a value of 1.  I was unable to tame them and the announcement &amp;quot;needs tameable small creature item&amp;quot; appeared. --[[User:Kingzilla|Kingzilla]] 14:18, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creating vermin habitat ==&lt;br /&gt;
&lt;br /&gt;
I know you can make vermin show up to your base (try a tundra biome with an aquifer - if the stuff belowground stays liquid you can have toads hopping around in the snow :S.  Also, I dug out some open cliffside dwellings in a random jungle map, and 5 min later about 50 or so bats turn up singing Meatloaf, and causing miasma hell for my dwarves after they were (mostly) dispatched by my two cats :(.  Can anyone else replicate these (or other) situations to confirm my hypothesis? --[[User:Frostedfire|Frostedfire]] 04:21, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apparently vermin (and everything else?) spawn by biome. So, if you dig into a cave biome, you'll get bats. I dug next to a chasm and suddenly cave spiders spawn in my tunnel. [[User:Anydwarf|Anydwarf]] 22:37, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tameable? ==&lt;br /&gt;
&lt;br /&gt;
There should be a list of -- or mark on -- tameable vermin.&lt;br /&gt;
&lt;br /&gt;
At the very least, there should be a mention that only some can be tamed.&lt;br /&gt;
&lt;br /&gt;
Currently, I know rats can be tamed, while fire snakes and two-legged rhino lizards cannot.&lt;br /&gt;
&lt;br /&gt;
I have a tame fire snake.  I'm pretty sure all non-fish vermin creatures are tameable.  [[User:Bouchart|Bouchart]] 19:36, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:fire snakes and rhino lizards can be tamed, they are just [PET_EXOTIC]. not all non-fish vermin can be tamed(flies cant for example), and some fish vermin can be(turtles). -[[User:Chariot|Chariot]] 20:22, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a way to get my dwarves to stop eating the fluffy wamblers before I can tame them? Apparently they taste like meat and saltwater taffy had a baby. Or something. (Maybe I just have to be pretty quick on handing my DM the task) [[User:Anydwarf|Anydwarf]] 22:37, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not without a lot of micro-management. Even being quick to assign the task isn't enough, the dwarves will just snatch it right out of his hand. However, if you follow your trapper around as he's searching, and immediately forbid the vermin when he catches it (note: the vermin, not the trap), that'll prevent your dwarves from eating it. This works because eating requires the vermin itself to be unforbidden, but taming only requires that the animal trap is available. --[[User:Morlark|Morlark]] 19:31, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Corpse patrol ==&lt;br /&gt;
&lt;br /&gt;
alright I guess this is just a winge...&lt;br /&gt;
&lt;br /&gt;
is there any order to set (or anything else I can do) to get my dwarves to clean up vermin corpses without me manually marking them for dumping?&lt;br /&gt;
&lt;br /&gt;
I guess I'm looking for an order: Autodump vermin corpses or something.&lt;br /&gt;
I know if I {{k|k}}{{k|d}} each corpse then it gets dumped pretty quick, but especially once my population goes up I'd like to not worry so much about miasma in the dining room.[[User:GarrieIrons|GarrieIrons]] 08:23, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AFAIK dead vermin will be automatically placed in a refuse stockpile, so long as 'Dwarves gather refuse' is selected in the refuse options menu ({{k|o}}{{k|r}}) --[[User:Raumkraut|Raumkraut]] 19:15, 21 June 2008 (EDT)&lt;br /&gt;
:: This seems to be what is happening now that I actually have some peasants wandering around on cleaning/food hauling/refuse hauling only... so it sounds like vermin corpses are a lesser priority for picking up for refuse haulers then items marked for dumping are.[[User:GarrieIrons|GarrieIrons]] 07:27, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== repopulation ==&lt;br /&gt;
&lt;br /&gt;
The [[turtle]] article states:&lt;br /&gt;
:Like most fish, they can be harvested too aggressively, and become depleted until the next '''repopulating of vermin'''&lt;br /&gt;
I added the bold bit... when does repopulating of vermin occur? Randomly? At spring (on a date) or during thaw (if there is one?) or differently by biome?[[User:GarrieIrons|GarrieIrons]] 01:06, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flies... ==&lt;br /&gt;
&lt;br /&gt;
Is there anyway to kill flies?&lt;br /&gt;
&lt;br /&gt;
I second this question! :) Is there anyway to kill these things? [[User:Ehertlein|Ehertlein]] 16:34, 5 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44025</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44025"/>
		<updated>2008-08-04T19:06:54Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pages I use Often ==&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
== Newbie Questions I have ==&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
* How do I stop thieves?&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44024</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44024"/>
		<updated>2008-08-04T19:03:50Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Newbie Questions I have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Newbie Questions I have==&lt;br /&gt;
&lt;br /&gt;
*Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
*How do I stop thieves?&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44023</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44023"/>
		<updated>2008-08-04T16:58:08Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: New page: ==Newbie Questions I have==  *Is there a way to get rid of flies? Do I need to?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Newbie Questions I have==&lt;br /&gt;
&lt;br /&gt;
*Is there a way to get rid of flies? Do I need to?&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason%27s_workshop&amp;diff=44014</id>
		<title>40d Talk:Mason's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason%27s_workshop&amp;diff=44014"/>
		<updated>2008-08-04T16:55:55Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: /* Specific Stones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specific Stones ==&lt;br /&gt;
Is there a way to specify which stone to use for the building of an item. Say I want a mudstone door not a basalt door? [[User:Ehertlein|Ehertlein]] 12:37, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not at the current time. It seems like the dwarves use the closest stone.--[[User:Mabmoro|mabmoro]] 12:54, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, I'll just deal with non-matching doors for now :) [[User:Ehertlein|Ehertlein]] 12:55, 4 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason%27s_workshop&amp;diff=44012</id>
		<title>40d Talk:Mason's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason%27s_workshop&amp;diff=44012"/>
		<updated>2008-08-04T16:37:50Z</updated>

		<summary type="html">&lt;p&gt;Ehertlein: New page: Is there a way to specify which stone to use for the building of an item. Say I want a mudstone door not a basalt door? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to specify which stone to use for the building of an item. Say I want a mudstone door not a basalt door? [[User:Ehertlein|Ehertlein]] 12:37, 4 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ehertlein</name></author>
	</entry>
</feed>