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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Flying+Dwarves+Hurt</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-18T18:00:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Flying_Dwarves_Hurt&amp;diff=144700</id>
		<title>User:Flying Dwarves Hurt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Flying_Dwarves_Hurt&amp;diff=144700"/>
		<updated>2011-04-05T22:43:07Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /*  Dwarf Fortress Mode  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stuff =&lt;br /&gt;
&lt;br /&gt;
Please Hold While this Page gets a face lift..&lt;br /&gt;
&lt;br /&gt;
Currently busy with other things / playing and figure out the new version.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 22:43, 5 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=119412</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=119412"/>
		<updated>2010-06-24T00:32:25Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* No Migrants After first year */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=119411</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=119411"/>
		<updated>2010-06-24T00:31:43Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Odd thingy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=119335</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=119335"/>
		<updated>2010-06-23T02:16:27Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Cat having kittens with no mate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
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==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
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==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
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&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
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==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
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Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
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*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
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== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
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== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
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== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
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:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
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== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
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Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
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== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
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==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
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== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
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== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=119032</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=119032"/>
		<updated>2010-06-19T05:39:25Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Cat having kittens with no mate */ No Cats in Cages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
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==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
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==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
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:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
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==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
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Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
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*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
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== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
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== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
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== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
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== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
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== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
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==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
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== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
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== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118971</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118971"/>
		<updated>2010-06-18T10:57:49Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Fish really fixed? */ Rivers are good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=118899</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=118899"/>
		<updated>2010-06-17T20:00:03Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Infinite Air in Cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118878</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118878"/>
		<updated>2010-06-17T15:25:27Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Cat having kittens with no mate */ Cat..female&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118877</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118877"/>
		<updated>2010-06-17T15:21:01Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: CATS!!!&lt;/p&gt;
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&lt;div&gt;==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
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Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
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==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
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Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
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==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
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==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
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:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
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::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
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:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
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==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
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*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
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The correct list should be. &lt;br /&gt;
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*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
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Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
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Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
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== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
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*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
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== Minor points and addition ==&lt;br /&gt;
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Hi!&lt;br /&gt;
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So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
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Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
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Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
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Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
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Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
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I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
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Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
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==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
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== Mantis ==&lt;br /&gt;
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Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
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== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
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== Craftsdwarf's Workshop ==&lt;br /&gt;
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I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
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:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
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== Food Stockpiles ==&lt;br /&gt;
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Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
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Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
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== Unknown Military Crash ==&lt;br /&gt;
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I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
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==Masterwork food Bug==&lt;br /&gt;
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When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
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== Req for Comments - 'Buggy' template ==&lt;br /&gt;
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I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
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The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
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: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
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==Dead Dwarf keeps task and building locked==&lt;br /&gt;
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I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
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My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
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== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
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== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
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== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
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== Named (or Legendary) Weapon bug ==&lt;br /&gt;
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This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
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== alt-tab causes program lockup ==&lt;br /&gt;
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in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
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== Mantis? ==&lt;br /&gt;
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Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
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== Smelter Fuel issue ==&lt;br /&gt;
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I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
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== Cat having kittens with no mate ==&lt;br /&gt;
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My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=118865</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=118865"/>
		<updated>2010-06-17T12:53:42Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: Water Death in cages?&lt;/p&gt;
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&lt;div&gt;== Can't release small creature? ==&lt;br /&gt;
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I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
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==Animals dying==&lt;br /&gt;
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I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
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==Infinite Air in Cages==&lt;br /&gt;
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I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=118802</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=118802"/>
		<updated>2010-06-16T18:28:54Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* No Migrants After first year */ Whoo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=118800</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=118800"/>
		<updated>2010-06-16T18:23:41Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* No Migrants After first year */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=118778</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=118778"/>
		<updated>2010-06-16T14:55:53Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: Shells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
&lt;br /&gt;
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
&lt;br /&gt;
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
&lt;br /&gt;
== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
&lt;br /&gt;
== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
&lt;br /&gt;
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another possible bug ==&lt;br /&gt;
&lt;br /&gt;
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fell mood murder ==&lt;br /&gt;
&lt;br /&gt;
I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
&lt;br /&gt;
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
&lt;br /&gt;
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=118776</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=118776"/>
		<updated>2010-06-16T14:21:43Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: No Migrants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
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==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
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::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
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Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
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Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
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== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=118773</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=118773"/>
		<updated>2010-06-16T14:13:15Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: No Dwarven Caravan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;br /&gt;
&lt;br /&gt;
==Vermin in caravans?==&lt;br /&gt;
I wanted to release the bought warthogs out of their cages, tame bats and fluffy wabblers were in my list. I haven´t catched any vermins yet, so I put them in that cage, too.  When I looked at the (elven) caravan they &amp;quot;stole&amp;quot; the vermins from them. Anyone has seen this, too?&lt;br /&gt;
:I can confirm that elven caravans offer cages containing vermin. This vermin isn't shown in thr trade screen list, unless you view these cages separately. This vermin is ''not'' shown in your animal list of the status screen (hit {{k|z}} and then {{k|return}} to get there). It ''is'', however, shown in the list of creatures assignable to a cage. (hit {{k|q}}, select a cage, hit {{k|a}}, and there they are.) --[[User:Doub|Doub]] 17:47, 2 May 2010 (UTC)&lt;br /&gt;
::I agree.  The cages are not labeled as anything but normal cages.  However, if you view the item in the trade depot screen ({k|v} when highlighting the &amp;quot;empty&amp;quot; cage) the vermin will be shown as a content.--[[User:Kwieland|Kwieland]] 16:29, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Wagons with Caravans==&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes, Wagons are out for now. This is most likely a bug as the access check screen is still in. Hm..or not? --[[User:Birthright|Birthright]] 20:00, 14 April 2010 (UTC)&lt;br /&gt;
:::They're still in the raws - see creature_equipment.txt. --[[User:Quietust|Quietust]] 21:11, 14 April 2010 (UTC)&lt;br /&gt;
::::It still checks if a wagon could make it to the dapot, but for me a caravan (Without wagons obviously) went through a two-wide tunnel[[User:GiantTiger11|GiantTiger11]] 08:01, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== late caravan ==&lt;br /&gt;
&lt;br /&gt;
The caravan used to arrive for me at exactly mid-autumn. I got my caravan in the new version at just a few days before autumn ended.  Is this the case with everyone? [[User:Greep|Greep]] 03:56, 17 April 2010 (UTC)&lt;br /&gt;
:can confirm, caravans now always come late. --[[User:Confused|Confused]] 14:08, 17 April 2010 (UTC)&lt;br /&gt;
::maybe this is intentional as a &amp;quot;delay&amp;quot; from where they travel from? --[[User:Eroing|Eroing]] 17:41, 17 April 2010 (CET)&lt;br /&gt;
:::It's &amp;lt;s&amp;gt;my first Mid-Winter&amp;lt;/s&amp;gt; the spring of the year after embarking now and i haven't seen just a wheel. Should I begin to worry? --[[User:Gnarker|Gnarker]] 11:37, 30 May 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Merchants going underground. ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarven caravan leave the fortress through an underground edge of the map. Spawned from the top though.--[[User:Droid|Droid]] 04:07, 21 April 2010 (UTC)&lt;br /&gt;
: In my fortress even an elven caravan took the way through the caverns! --[[User:Doub|Doub]] 07:57, 24 April 2010 (UTC)&lt;br /&gt;
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== Multiple Trade Depots ==&lt;br /&gt;
&lt;br /&gt;
Has there been any change for this?&lt;br /&gt;
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== Traders Starve? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.&amp;quot; &lt;br /&gt;
Is this correct? Traders can starve? Or do they only gain the ability to starve when insane?&lt;br /&gt;
&lt;br /&gt;
== First Caravan Brings Nothing? ==&lt;br /&gt;
&lt;br /&gt;
I've had this happen twice, where the dwarven caravan brings a whole lot of nothing. Is this to be expected? I generaqlly give them something nyways, in hope that the next year will be better.&lt;br /&gt;
&lt;br /&gt;
== No Dwarven Caravan ==&lt;br /&gt;
&lt;br /&gt;
I'm in mid-summer of my third year and the only caravans I have been getting have been elven ones once a year. I Still haven't had a dwarven caravan show up ever. In the Civ screen it says that there are no important people in the civ.&lt;br /&gt;
&lt;br /&gt;
My first year I got 7 migrants in total and haven't got any since. Does this mean my parent civ has been eradicated?&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:13, 16 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118477</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118477"/>
		<updated>2010-06-14T19:12:45Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Smelter Fuel issue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
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Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
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== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
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== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118475</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118475"/>
		<updated>2010-06-14T19:03:12Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Smelter Fuel issue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118453</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=118453"/>
		<updated>2010-06-14T16:17:18Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: Fuel?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=88646</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=88646"/>
		<updated>2010-04-10T03:10:03Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Beak */  De-confirmation?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==edible==&lt;br /&gt;
I can verify as edible all mentioned in the article except eyes so far. --[[User:Old Ancient|Old Ancient]] 17:57, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Beak==&lt;br /&gt;
I could swear when I butchered a vulture, I ended up with a beak. An unrelated crash makes it impossible to check, though. Confirmation? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do tell how you caught a vulture and tamed it.&lt;br /&gt;
-Raneman&lt;br /&gt;
&lt;br /&gt;
::I have killed many many vultures in arena mode and cannot produce a beak in any case. I've done combat test and drowning tanks. In neither case have I seen a beak on a vulture. I have also tested on beak dogs.. which you would think would have them, and could not produce any. Donno what to make of you getting one, if it happens again take a screen shot :D (Want to see :D :D) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:10, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=86468</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=86468"/>
		<updated>2010-04-07T23:07:00Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Malachite */  fixed pic and some text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Arctic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the founding seven) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns and rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a suitable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. that's the plan.&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewelers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momuz says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. That's 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably acquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up...&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''??'''&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith's forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon an excellent rendition of itself, yes he made a fractal.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess... &lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;br /&gt;
&lt;br /&gt;
For now I've put it in the soon to be barracks across from the soon to be magma forges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dishmab is having a party with Melek, Frewfrux and Momuz. Probably drinking in honor of Kolsak, Deler and Athel. Poor sods, hope they have a good party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I noticed a draft blowing through the fort recently, it was coming from the ramps to the surface, so went and got some floor hatches and covered those ramps up, draft defeated.&lt;br /&gt;
&lt;br /&gt;
Everyone is talking about how the carpentry workshop is cursed, everyone hears unpleasant things when they go near it so we are just leaving it alone, I’ve told the carpenters that they can just make a new workshop near the old one, I think that is what they are going to do.&lt;br /&gt;
&lt;br /&gt;
===Felsite===&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Migrants... 21 migrants, 21. That is quite a few of new faces, I think I'll stay away from them and see what else the fort needs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I met the new Gem Setter today, he seems like a decent fellow.  &lt;br /&gt;
 ''My pretties, I don’t want him touching my pretties''&lt;br /&gt;
&lt;br /&gt;
===Hematite===&lt;br /&gt;
'''12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A Human caravan and a liaison was seen on the horizon today. &lt;br /&gt;
I hope they bring wood.&lt;br /&gt;
&lt;br /&gt;
This fort has so many more dwarves in it now that whenever I`m walking around I see dwarves lazing about. I guess some dwarves could get drafted into the army and get trained.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
45 pieces of wood, Momuz seemed pleased that she could make more barrels and bins and beds. She also got a bunch of other things that might be needed. &lt;br /&gt;
&lt;br /&gt;
Food stocks are high, moral is high as well. It seems the fort is doing all well right now. Only thing is the goblins, they have been way to quiet, not a single attack this year. I believe that the recruits will be ready in time to protect us, worse comes to worse we don't go outside, which doesn't really affect us because there is nothing but ice up there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malachite===&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Golbin raiding party ambushed the caravan guard today. By the time I got on the scene there were dead goblins everywhere. I told some dwarves to help me haul some of their equipment to be sold or to wait to be melted down. There seemed to be some useful weapons amoung the corpses, I'll ask the recruits if they could use any of the weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
The goblins strike again, only to be slaughtered again by the caravan guards. We looted their corpses and found some more weapons that might come in handy to fight these beasts. These goblins had tons of metal armor on, it was a weird size and I doubted any dwarf could fit in them, we took them off to be melted down whenever the furnaces start up again.&lt;br /&gt;
 ''They were ugly, not pretty looking armor, ugly ugly... not at all pretties.. and small looking ugly''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''19&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dodok Amostidos has taken over the jewellers workshop and started grabing things from everywhere in the fort, I think he is making something, but I couldn't get a good look at it it had gems in it.&lt;br /&gt;
 ''Is pretty, looks pretty, want pretties'' &lt;br /&gt;
&lt;br /&gt;
I was walking around today as well and saw that some of the recruits had started wrestling each other, having a little fun I guess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''22&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
More migrants... word of this place must have been spread around quite a bit. Melek and Frewfrux started assigning them rooms and duties.&lt;br /&gt;
Dishmab just recently was elected to be our major! I guess that means he gets some extra stuff in his room, I haven’t seen those rooms yet, don’t have the time.&lt;br /&gt;
(Must be filled with pretties, want to see pretties)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When I entered the jewelers workshop today I noticed Dodok had finished his construction, he told me it was called Thikthogoshosh, or Drenchedhermits in the common tongue, which is appropriate for it is a moss opal flask. When I looked closer at it I noticed that it had two etchings of an aluminum weapons rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Drenchedhermits.PNG‎]]&lt;br /&gt;
&lt;br /&gt;
Aluminum weapon rack fractals do look nice.&lt;br /&gt;
 ''Ohh Pretty rack.... soo pretty''&lt;br /&gt;
&lt;br /&gt;
===Galena===&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
It seems the recruits are shaping out nicely, I saw them sparring with weapons today, I'm surprised that none of them have lost a limb yet. The captain of the guard drafted some dwarves into the guard to help him keep order, he also ordered a jail built to contain unruly dwarves. &lt;br /&gt;
&lt;br /&gt;
I checked in on the magma today and those grates that Frewfrux had built have not even been touched by magma yet, it seems that the metal smiths are getting annoyed at the speed of the magma, or lack of it, and they haven`t been able to make anything recently because of the lack of fuel for their furnaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Mayor Dishmab wants some fine pewter objects crafted... I looked everywhere for fine pewter, then one of the blacksmiths told me that you get fine pewter by melting copper and tin together. I felt stupid, so I started looking for copper and tin, I could find copper ore and copper pieces... but no tin at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Limestone===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Autumn has come at last, and I am feeling more like myself again. I haven`t had a conversation with myself in a while, also since Dodak became a legendary gem setter I have not been getting as many urges to be with the gems. I guess I`m getting back to normal again. &lt;br /&gt;
&lt;br /&gt;
Found another book to write in seeing as this one is quite full&lt;br /&gt;
&lt;br /&gt;
The military is getting better at fighting, talked to some of them for a while, they seemed content with protecting the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan has arrived today, Momuz started getting everyone organized..&lt;br /&gt;
&lt;br /&gt;
I talked to the traders and they were talking about the legendary status of this outpost, I wonder if they would keep that opinion if they had a tour of the inside. That might be the reason the brought so many goods, five wagons And four pack animals stuffed full with wood charcoal weapons armor leather and cloth.&lt;br /&gt;
&lt;br /&gt;
They seemed pretty happy when Momuz traded goblin clothes to them for almost all their wares. Good deal for us I expect. The metal smiths seemed happy with the trades.&lt;br /&gt;
&lt;br /&gt;
===Sandstone===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Eleven new migrants came today, I didn't go out to see them come in, been too intent on teaching myself how to cut gems very well. I guess this means there aare now 63 of us here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Opal===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The miners found some amethysts today, I think I'll leave them raw until I learn how to cut gems well.&lt;br /&gt;
 ''They have to be cut perfectly, precisely, exactly. I will cut them perfectly but not yet.. no no no not yet''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Obsidian===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Made a friend with one of the brewers today, first person here I can really talk to. She is a cool lass, maybe I’ll get to know her more. Her name is Zuglar.&lt;br /&gt;
&lt;br /&gt;
My mind has been quiet recently, maybe it is an effect of cutting these gems, I don't mind, I like being normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Cause for rejoicement! The first child of Idrathobok! He should grow up well here. &lt;br /&gt;
&lt;br /&gt;
The magma is so close but it seems as if nothing will be able to get started until next year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''18&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Solon Cattendeg has locked himself in the leather workshop today. I could hear him yelling “Give me tanned hides and raw jems!”&lt;br /&gt;
&lt;br /&gt;
I guess we are down some of the Muskox we brought with us, I didn't notice what happened to them, the buchers also seemed to have gotten recent blood on their coats, although I could be imagining things again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''28&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Solon made a muskox leather quiver called Akurstelmith, or championtress in the common tongue, I'm told it has pictures of kobolds on it.&lt;br /&gt;
&lt;br /&gt;
[[File:Championtress.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Year 204, 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Granite==&lt;br /&gt;
&lt;br /&gt;
A new year, a new outlook on life. I came as a gem setter and now I cut gems. This fort is thriving, our military is growing and we can start feeling secure in this wasteland. The magma is looming closer to the melting chambers and the first child was born in the fort. Three successful artifacts were created and the food larders are overflowing. This new year is looking promising. The horrors of my mind seem quelled for this year, and I hope for many more to come. May Avuz Boulderearthen the Mountainous Rock watch over us all.&lt;br /&gt;
&lt;br /&gt;
Melek posted the status of the fort in the common rooms today, I wrote a copy here to remember this year&lt;br /&gt;
&lt;br /&gt;
[[File:Status 204.PNG]]&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=86466</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=86466"/>
		<updated>2010-04-07T23:06:24Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Slate */  Fixed pic and added a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Arctic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the founding seven) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns and rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a suitable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. that's the plan.&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewelers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momuz says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. That's 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably acquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up...&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''??'''&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith's forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon an excellent rendition of itself, yes he made a fractal.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess... &lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;br /&gt;
&lt;br /&gt;
For now I've put it in the soon to be barracks across from the soon to be magma forges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dishmab is having a party with Melek, Frewfrux and Momuz. Probably drinking in honor of Kolsak, Deler and Athel. Poor sods, hope they have a good party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I noticed a draft blowing through the fort recently, it was coming from the ramps to the surface, so went and got some floor hatches and covered those ramps up, draft defeated.&lt;br /&gt;
&lt;br /&gt;
Everyone is talking about how the carpentry workshop is cursed, everyone hears unpleasant things when they go near it so we are just leaving it alone, I’ve told the carpenters that they can just make a new workshop near the old one, I think that is what they are going to do.&lt;br /&gt;
&lt;br /&gt;
===Felsite===&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Migrants... 21 migrants, 21. That is quite a few of new faces, I think I'll stay away from them and see what else the fort needs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I met the new Gem Setter today, he seems like a decent fellow.  &lt;br /&gt;
 ''My pretties, I don’t want him touching my pretties''&lt;br /&gt;
&lt;br /&gt;
===Hematite===&lt;br /&gt;
'''12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A Human caravan and a liaison was seen on the horizon today. &lt;br /&gt;
I hope they bring wood.&lt;br /&gt;
&lt;br /&gt;
This fort has so many more dwarves in it now that whenever I`m walking around I see dwarves lazing about. I guess some dwarves could get drafted into the army and get trained.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
45 pieces of wood, Momuz seemed pleased that she could make more barrels and bins and beds. She also got a bunch of other things that might be needed. &lt;br /&gt;
&lt;br /&gt;
Food stocks are high, moral is high as well. It seems the fort is doing all well right now. Only thing is the goblins, they have been way to quiet, not a single attack this year. I believe that the recruits will be ready in time to protect us, worse comes to worse we don't go outside, which doesn't really affect us because there is nothing but ice up there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malachite===&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Golbin raiding party ambushed the caravan guard today. By the time I got on the scene there were dead goblins everywhere. I told some dwarves to help me haul some of their equipment to be sold or to wait to be melted down. There seemed to be some useful weapons amoung the corpses, I'll ask the recruits if they could use any of the weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
The goblins strike again, only to be slaughtered again by the caravan guards. We looted their corpses and found some more weapons that might come in handy to fight these beasts. These goblins had tons of metal armor on, it was a weird size and I doubted any dwarf could fit in them, we took them off to be melted down whenever the furnaces start up again.&lt;br /&gt;
 ''They were ugly, not pretty looking armor, ugly ugly... not at all pretties.. and small looking ugly''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''19&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dodok Amostidos has taken over the jewellers workshop and started grabing things from everywhere in the fort, I think he is making something, but I couldn't get a good look at it it had gems in it.&lt;br /&gt;
 ''Is pretty, looks pretty, want pretties'' &lt;br /&gt;
&lt;br /&gt;
I was walking around today as well and saw that some of the recruits had started wrestling each other, having a little fun I guess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''22&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
More migrants... word of this place must have been spread around quite a bit. Melek and Frewfrux started assigning them rooms and duties.&lt;br /&gt;
Dishmab just recently was elected to be our major! I guess that means he gets some extra stuff in his room, I haven’t seen those rooms yet, don’t have the time.&lt;br /&gt;
(Must be filled with pretties, want to see pretties)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When I entered the jewelers workshop today I noticed Dodok had finished his construction, he told me it was called Thikthogoshosh, or Drenchedhermits in the common tongue, which is appropriate for it is a moss opal flask. When I looked closer at it I noticed that it had two etchings of an aluminum weapons rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Drenchedhermits.PNG‎]]&lt;br /&gt;
&lt;br /&gt;
Aluminum weapon racks do look nice.&lt;br /&gt;
 ''Ohh Pretty rack.... soo pretty''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Galena===&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
It seems the recruits are shaping out nicely, I saw them sparring with weapons today, I'm surprised that none of them have lost a limb yet. The captain of the guard drafted some dwarves into the guard to help him keep order, he also ordered a jail built to contain unruly dwarves. &lt;br /&gt;
&lt;br /&gt;
I checked in on the magma today and those grates that Frewfrux had built have not even been touched by magma yet, it seems that the metal smiths are getting annoyed at the speed of the magma, or lack of it, and they haven`t been able to make anything recently because of the lack of fuel for their furnaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Mayor Dishmab wants some fine pewter objects crafted... I looked everywhere for fine pewter, then one of the blacksmiths told me that you get fine pewter by melting copper and tin together. I felt stupid, so I started looking for copper and tin, I could find copper ore and copper pieces... but no tin at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Limestone===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Autumn has come at last, and I am feeling more like myself again. I haven`t had a conversation with myself in a while, also since Dodak became a legendary gem setter I have not been getting as many urges to be with the gems. I guess I`m getting back to normal again. &lt;br /&gt;
&lt;br /&gt;
Found another book to write in seeing as this one is quite full&lt;br /&gt;
&lt;br /&gt;
The military is getting better at fighting, talked to some of them for a while, they seemed content with protecting the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan has arrived today, Momuz started getting everyone organized..&lt;br /&gt;
&lt;br /&gt;
I talked to the traders and they were talking about the legendary status of this outpost, I wonder if they would keep that opinion if they had a tour of the inside. That might be the reason the brought so many goods, five wagons And four pack animals stuffed full with wood charcoal weapons armor leather and cloth.&lt;br /&gt;
&lt;br /&gt;
They seemed pretty happy when Momuz traded goblin clothes to them for almost all their wares. Good deal for us I expect. The metal smiths seemed happy with the trades.&lt;br /&gt;
&lt;br /&gt;
===Sandstone===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Eleven new migrants came today, I didn't go out to see them come in, been too intent on teaching myself how to cut gems very well. I guess this means there aare now 63 of us here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Opal===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The miners found some amethysts today, I think I'll leave them raw until I learn how to cut gems well.&lt;br /&gt;
 ''They have to be cut perfectly, precisely, exactly. I will cut them perfectly but not yet.. no no no not yet''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Obsidian===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Made a friend with one of the brewers today, first person here I can really talk to. She is a cool lass, maybe I’ll get to know her more. Her name is Zuglar.&lt;br /&gt;
&lt;br /&gt;
My mind has been quiet recently, maybe it is an effect of cutting these gems, I don't mind, I like being normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Cause for rejoicement! The first child of Idrathobok! He should grow up well here. &lt;br /&gt;
&lt;br /&gt;
The magma is so close but it seems as if nothing will be able to get started until next year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''18&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Solon Cattendeg has locked himself in the leather workshop today. I could hear him yelling “Give me tanned hides and raw jems!”&lt;br /&gt;
&lt;br /&gt;
I guess we are down some of the Muskox we brought with us, I didn't notice what happened to them, the buchers also seemed to have gotten recent blood on their coats, although I could be imagining things again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''28&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Solon made a muskox leather quiver called Akurstelmith, or championtress in the common tongue, I'm told it has pictures of kobolds on it.&lt;br /&gt;
&lt;br /&gt;
[[File:Championtress.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Year 204, 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Granite==&lt;br /&gt;
&lt;br /&gt;
A new year, a new outlook on life. I came as a gem setter and now I cut gems. This fort is thriving, our military is growing and we can start feeling secure in this wasteland. The magma is looming closer to the melting chambers and the first child was born in the fort. Three successful artifacts were created and the food larders are overflowing. This new year is looking promising. The horrors of my mind seem quelled for this year, and I hope for many more to come. May Avuz Boulderearthen the Mountainous Rock watch over us all.&lt;br /&gt;
&lt;br /&gt;
Melek posted the status of the fort in the common rooms today, I wrote a copy here to remember this year&lt;br /&gt;
&lt;br /&gt;
[[File:Status 204.PNG]]&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Inentunur.PNG&amp;diff=86464</id>
		<title>File:Inentunur.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Inentunur.PNG&amp;diff=86464"/>
		<updated>2010-04-07T23:04:52Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: uploaded a new version of &amp;quot;File:Inentunur.PNG&amp;quot;:&amp;amp;#32;Full description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An aluminum weapon rack engraved with an image of an aluminum weapon rack&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drenchedhermits.PNG&amp;diff=86461</id>
		<title>File:Drenchedhermits.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drenchedhermits.PNG&amp;diff=86461"/>
		<updated>2010-04-07T23:04:06Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: uploaded a new version of &amp;quot;File:Drenchedhermits.PNG&amp;quot;:&amp;amp;#32;Full description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aluminum Weapon racks...&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86206</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86206"/>
		<updated>2010-04-07T18:42:11Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Parts Yielded */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86167</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86167"/>
		<updated>2010-04-07T17:09:21Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Parts Yielded */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86118</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86118"/>
		<updated>2010-04-07T15:56:18Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: New parts yielded as variables?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=86116</id>
		<title>v0.31:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=86116"/>
		<updated>2010-04-07T15:44:03Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: Undo revision 86115 by Flying Dwarves Hurt (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A giant dragon-like monster with seven biting heads.''&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Hydra|symbol=H|color={{COLOR:4:0:1}}|bones=?|fat=?|skin=Yes|skulls=?|chunks=?|meat=?|biome=[BIOME:ANY_LAND]}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HYDRA]&lt;br /&gt;
	[DESCRIPTION:A giant dragon-like monster with seven biting heads.]&lt;br /&gt;
	[NAME:hydra:hydras:hydra]&lt;br /&gt;
	[CASTE_NAME:hydra:hydras:hydra]&lt;br /&gt;
	[CREATURE_TILE:'H'][COLOR:4:0:1]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
		[ATTACK_TRIGGER:80:10000:100000]&lt;br /&gt;
	[SPHERE:MUCK]&lt;br /&gt;
	[SPHERE:REBIRTH]&lt;br /&gt;
	[SPHERE:STRENGTH]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:seven heads]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:&lt;br /&gt;
HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:3TOES_FQ:3TOES_RQ:MOUTH:GENERIC_TEETH_WITH_FANGS:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:1]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:1]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:200000]&lt;br /&gt;
	[BODY_SIZE:20:0:8000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GOLD:1:RED:1]&lt;br /&gt;
				[TLCM_NOUN:scales:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:10]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:ALL]&lt;br /&gt;
		[TL_HEALING_RATE:1]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=86115</id>
		<title>v0.31:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hydra&amp;diff=86115"/>
		<updated>2010-04-07T15:41:00Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: Hydra parts, there are tons more (i.e. liver, heart, brain ect), no more chunks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A giant dragon-like monster with seven biting heads.''&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Hydra|symbol=H|color={{COLOR:4:0:1}}|bones=67|tooth=21|fat=63|skin=Yes|skulls=7|meat=298|biome=[BIOME:ANY_LAND]}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HYDRA]&lt;br /&gt;
	[DESCRIPTION:A giant dragon-like monster with seven biting heads.]&lt;br /&gt;
	[NAME:hydra:hydras:hydra]&lt;br /&gt;
	[CASTE_NAME:hydra:hydras:hydra]&lt;br /&gt;
	[CREATURE_TILE:'H'][COLOR:4:0:1]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
		[ATTACK_TRIGGER:80:10000:100000]&lt;br /&gt;
	[SPHERE:MUCK]&lt;br /&gt;
	[SPHERE:REBIRTH]&lt;br /&gt;
	[SPHERE:STRENGTH]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:seven heads]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:&lt;br /&gt;
HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:3TOES_FQ:3TOES_RQ:MOUTH:GENERIC_TEETH_WITH_FANGS:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:1]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:1]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:200000]&lt;br /&gt;
	[BODY_SIZE:20:0:8000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GOLD:1:RED:1]&lt;br /&gt;
				[TLCM_NOUN:scales:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:10]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:ALL]&lt;br /&gt;
		[TL_HEALING_RATE:1]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=85647</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=85647"/>
		<updated>2010-04-06T22:15:18Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Year 203 */  Finished!! Yay, now to be passed on to the next person.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Arctic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the founding seven) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns and rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a suitable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. that's the plan.&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewelers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momuz says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. That's 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably acquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up...&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''??'''&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith's forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;br /&gt;
&lt;br /&gt;
For now I've put it in the soon to be barracks across from the soon to be magma forges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dishmab is having a party with Melek, Frewfrux and Momuz. Probably drinking in honor of Kolsak, Deler and Athel. Poor sods, hope they have a good party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I noticed a draft blowing through the fort recently, it was coming from the ramps to the surface, so went and got some floor hatches and covered those ramps up, draft defeated.&lt;br /&gt;
&lt;br /&gt;
Everyone is talking about how the carpentry workshop is cursed, everyone hears unpleasant things when they go near it so we are just leaving it alone, I’ve told the carpenters that they can just make a new workshop near the old one, I think that is what they are going to do.&lt;br /&gt;
&lt;br /&gt;
===Felsite===&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Migrants... 21 migrants, 21. That is quite a few of new faces, I think I'll stay away from them and see what else the fort needs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I met the new Gem Setter today, he seems like a decent fellow.  &lt;br /&gt;
 ''My pretties, I don’t want him touching my pretties''&lt;br /&gt;
&lt;br /&gt;
===Hematite===&lt;br /&gt;
'''12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A Human caravan and a liaison was seen on the horizon today. &lt;br /&gt;
I hope they bring wood.&lt;br /&gt;
&lt;br /&gt;
This fort has so many more dwarves in it now that whenever I`m walking around I see dwarves lazing about. I guess some dwarves could get drafted into the army and get trained.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
45 pieces of wood, Momuz seemed pleased that she could make more barrels and bins and beds. She also got a bunch of other things that might be needed. &lt;br /&gt;
&lt;br /&gt;
Food stocks are high, moral is high as well. It seems the fort is doing all well right now. Only thing is the goblins, they have been way to quiet, not a single attack this year. I believe that the recruits will be ready in time to protect us, worse comes to worse we don't go outside, which doesn't really affect us because there is nothing but ice up there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malachite===&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Golbin raiding party ambushed the caravan guard today. By the time I got on the scene there were dead goblins everywhere. I told some dwarves to help me haul some of their equipment to be sold or to wait to be melted down. There seemed to be some useful weapons amoung the corpses, I'll ask the recruits if they could use any of the weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
The goblins strike again, only to be slaughtered again by the caravan guards. We looted their corpses and found some more weapons that might come in handy to fight these beasts. These goblins had tons of metal armor on, it was a weird size and I doubted any dwarf could fit in them, we took them off to be melted down whenever the furnaces start up again.&lt;br /&gt;
 ''They were ugly, not pretty looking armor, ugly ugly... not at all pretties.. and small looking ugly''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''19&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dodok Amostidos has taken over the jewellers workshop and started grabing things from everywhere in the fort, I think he is making something, but I couldn't get a good look at it it had gems in it.&lt;br /&gt;
 ''Is pretty, looks pretty, want pretties'' &lt;br /&gt;
&lt;br /&gt;
I was walking around today as well and saw that some of the recruits had started wrestling each other, having a little fun I guess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''22&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
More migrants... word of this place must have been spread around quite a bit. Melek and Frewfrux started assigning them rooms and duties.&lt;br /&gt;
Dishmab just recently was elected to be our major! I guess that means he gets some extra stuff in his room, I haven’t seen those rooms yet, don’t have the time.&lt;br /&gt;
(Must be filled with pretties, want to see pretties)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When I entered the jewelers workshop today I noticed Dodok had finished his construction, he told me it was called Thikthogoshosh, or Drenchedhermits in the common tongue, which is appropriate for it is a moss opal flask. When I looked closer at it I noticed that it had two etchings of an aluminum weapons rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Drenchedhermits.PNG‎]]&lt;br /&gt;
&lt;br /&gt;
Aluminum weapon racks do look nice.&lt;br /&gt;
 ''Ohh Pretty rack.... soo pretty''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Galena===&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
It seems the recruits are shaping out nicely, I saw them sparring with weapons today, I'm surprised that none of them have lost a limb yet. The captain of the guard drafted some dwarves into the guard to help him keep order, he also ordered a jail built to contain unruly dwarves. &lt;br /&gt;
&lt;br /&gt;
I checked in on the magma today and those grates that Frewfrux had built have not even been touched by magma yet, it seems that the metal smiths are getting annoyed at the speed of the magma, or lack of it, and they haven`t been able to make anything recently because of the lack of fuel for their furnaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Mayor Dishmab wants some fine pewter objects crafted... I looked everywhere for fine pewter, then one of the blacksmiths told me that you get fine pewter by melting copper and tin together. I felt stupid, so I started looking for copper and tin, I could find copper ore and copper pieces... but no tin at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Limestone===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Autumn has come at last, and I am feeling more like myself again. I haven`t had a conversation with myself in a while, also since Dodak became a legendary gem setter I have not been getting as many urges to be with the gems. I guess I`m getting back to normal again. &lt;br /&gt;
&lt;br /&gt;
Found another book to write in seeing as this one is quite full&lt;br /&gt;
&lt;br /&gt;
The military is getting better at fighting, talked to some of them for a while, they seemed content with protecting the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan has arrived today, Momuz started getting everyone organized..&lt;br /&gt;
&lt;br /&gt;
I talked to the traders and they were talking about the legendary status of this outpost, I wonder if they would keep that opinion if they had a tour of the inside. That might be the reason the brought so many goods, five wagons And four pack animals stuffed full with wood charcoal weapons armor leather and cloth.&lt;br /&gt;
&lt;br /&gt;
They seemed pretty happy when Momuz traded goblin clothes to them for almost all their wares. Good deal for us I expect. The metal smiths seemed happy with the trades.&lt;br /&gt;
&lt;br /&gt;
===Sandstone===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Eleven new migrants came today, I didn't go out to see them come in, been too intent on teaching myself how to cut gems very well. I guess this means there aare now 63 of us here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Opal===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The miners found some amethysts today, I think I'll leave them raw until I learn how to cut gems well.&lt;br /&gt;
 ''They have to be cut perfectly, precisely, exactly. I will cut them perfectly but not yet.. no no no not yet''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Obsidian===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Made a friend with one of the brewers today, first person here I can really talk to. She is a cool lass, maybe I’ll get to know her more. Her name is Zuglar.&lt;br /&gt;
&lt;br /&gt;
My mind has been quiet recently, maybe it is an effect of cutting these gems, I don't mind, I like being normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Cause for rejoicement! The first child of Idrathobok! He should grow up well here. &lt;br /&gt;
&lt;br /&gt;
The magma is so close but it seems as if nothing will be able to get started until next year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''18&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Solon Cattendeg has locked himself in the leather workshop today. I could hear him yelling “Give me tanned hides and raw jems!”&lt;br /&gt;
&lt;br /&gt;
I guess we are down some of the Muskox we brought with us, I didn't notice what happened to them, the buchers also seemed to have gotten recent blood on their coats, although I could be imagining things again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''28&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Solon made a muskox leather quiver called Akurstelmith, or championtress in the common tongue, I'm told it has pictures of kobolds on it.&lt;br /&gt;
&lt;br /&gt;
[[File:Championtress.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Year 204, 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Granite==&lt;br /&gt;
&lt;br /&gt;
A new year, a new outlook on life. I came as a gem setter and now I cut gems. This fort is thriving, our military is growing and we can start feeling secure in this wasteland. The magma is looming closer to the melting chambers and the first child was born in the fort. Three successful artifacts were created and the food larders are overflowing. This new year is looking promising. The horrors of my mind seem quelled for this year, and I hope for many more to come. May Avuz Boulderearthen the Mountainous Rock watch over us all.&lt;br /&gt;
&lt;br /&gt;
Melek posted the status of the fort in the common rooms today, I wrote a copy here to remember this year&lt;br /&gt;
&lt;br /&gt;
[[File:Status 204.PNG]]&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Status_204.PNG&amp;diff=85645</id>
		<title>File:Status 204.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Status_204.PNG&amp;diff=85645"/>
		<updated>2010-04-06T22:13:43Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: Woot year 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Woot year 4&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Championtress.PNG&amp;diff=85636</id>
		<title>File:Championtress.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Championtress.PNG&amp;diff=85636"/>
		<updated>2010-04-06T22:08:23Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: A Muskox Quiver&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Muskox Quiver&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=84603</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=84603"/>
		<updated>2010-04-06T00:04:35Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Year 203 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the founding seven) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''??'''&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;br /&gt;
&lt;br /&gt;
For now I've put it in the soon to be barracks across from the soon to be magma forges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dishmab is having a party with Melek, Frewfrux and Momuz. Probably drinking in honor of Kolsak, Deler and Athel. Poor sods, hope they have a good party&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I noticed a draft blowing throught the fort recently, it was coming from the ramps to the surface, so went and got some floor hatches and covered those ramps up, draft defeated.&lt;br /&gt;
&lt;br /&gt;
Everyone is talking about how the carpentry workshop is cursed, everyone hears unpleasant things when they go near it so we are just leaving it alone, I’ve told the carpenters that they can just make a new workshop near the old one, I think that is what they are going to do.&lt;br /&gt;
&lt;br /&gt;
===Felsite===&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Migrants... 21 migrants, 21. That is quite a few of new faces, I think I'll stay away from them and see what else the fort needs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I met the new Gem Setter today, he seems like a decent fellow.  &lt;br /&gt;
 ''My pretties, I don’t want him touching my pretties''&lt;br /&gt;
&lt;br /&gt;
===Hemite===&lt;br /&gt;
'''12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A Human caravan and a liason was seen on the horrizon today. &lt;br /&gt;
I hope they bring wood.&lt;br /&gt;
&lt;br /&gt;
This fort has so many more dwarves in it now that whenever I`m walking around I see dwaves lazing about. I guess some dwarves could get drafted into the army and get trained.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
45 pieces of wood, Momuz seemed pleased that she could make more barrels and bins and beds. She also got a bunch of other things that might be needed. &lt;br /&gt;
&lt;br /&gt;
Food stocks are high, moral is high as well. It seems the fort is doing all well right now. Only thing is the goblins, they have been way to quiet, not a single attack this year. I believe that the recruits will be ready in time to protect us, worse comes to worse we don't go outside, which doesn't really affect us because there is nothing but ice up there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malachite===&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Golbin raiding party ambushed the caravan guard today. By the time I got on the scene there were dead goblins everywhere. I told some dwarves to help me haul some of their equipment to be sold or to wait to be melted down. There seemed to be some useful weapons amoung the corpses, I'll ask the recruits if they could use any of the weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
The goblins strike again, only to be slaughtered again by the caravan guards. We looted their corpses and found some more weapons that might come in handy to fight these beasts. These goblins had tons of metal armor on, it was a weird size and I doubted any dwarf could fit in them, we took them off to be melted down whenever the furnaces start up again.&lt;br /&gt;
 ''They were ugly, not pretty looking armor, ugly ugly... not at all pretties.. and small looking ugly''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''19&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dodok Amostidos has taken over the jewellers workshop and started grabing things from everywhere in the fort, I think he is making something, but I couldn't get a good look at it it had gems in it.&lt;br /&gt;
 ''Is pretty, looks pretty, want pretties'' &lt;br /&gt;
&lt;br /&gt;
I was walking around today as well and saw that some of the recruits had started wrestling each other, having a little fun I guess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''22&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
More migrants... word of this place must have been spread around quite a bit. Melek and Frewfrux started assigning them rooms and duties.&lt;br /&gt;
Dishmab just recently was elected to be our major! I guess that means he gets some extra stuff in his room, I haven’t seen those rooms yet, don’t have the time.&lt;br /&gt;
(Must be filled with pretties, want to see pretties)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When I entered the jewelers workshop today I noticed Dodok had finished his construction, he told me it was called Thikthogoshosh, or Drenchedhermits in the common tounge, which is appropriate for it is a moss opal flask. When I looked closer at it I noticed that it had two etchings of an aluminum weapons rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Drenchedhermits.PNG‎]]&lt;br /&gt;
&lt;br /&gt;
Aluminum weapon racks do look nice.&lt;br /&gt;
 ''Ohh Pretty rack.... soo pretty''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Galena===&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
It seems the recruits are shaping out nicely, I saw them sparring with weapons today, I'm surprised that none of them have lost a limb yet. The captain of the guard drafted some dwarves into the guard to help him keep order, he also ordered a jail built to contain unruly dwarves. &lt;br /&gt;
&lt;br /&gt;
I checked in on the magma today and those grates that Frewfrux had built have not even been touched by magma yet, it seems that the metal smiths are getting annoyed at the speed of the magma, or lack of it, and they haven`t been able to make anthing recently because of the lack of fuel for their furnaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Mayor Dishmab wants some fine pewter objects crafted... I looked everwhere for fine pewter, then one of the blacksmiths told me that you get fine pewter by melting copper and tin together. I felt stupid, so I started looking for copper and tin, I could fine copper ore and copper pieces... but no tin at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Limestone===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Autumn has come at last, and I am feeling more like myself again. I haven`t had a conversation with myself in a while, also since Dodak became a legendary gem setter I have not been getting as many urges to be with the gems. I guess I`m getting back to normal again. &lt;br /&gt;
&lt;br /&gt;
Found another book to write in seeing as this one is quite full&lt;br /&gt;
&lt;br /&gt;
The military is getting better at fighting, talked to some of them for a while, they seemed content with protecting the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan has arrived today, Momuz started getting everyone organized..&lt;br /&gt;
&lt;br /&gt;
I talked to the traders and they were talking about the legendary status of this outpost, I wonder if they would keep that opinion if they had a tour of the inside. That might be the reason the brought so many goods, five wagons And four pack animals stuffed full with wood charcoal weapons armor leather and cloth.&lt;br /&gt;
&lt;br /&gt;
They seemed pretty happy when Momuz traded goblin clothes to them for almost all their wares. Good deal for us I expect. The metal smiths seemed happy with the trades.&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=84602</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=84602"/>
		<updated>2010-04-06T00:02:24Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Prelude */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
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==Prelude==&lt;br /&gt;
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'''Day: ????'''&lt;br /&gt;
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Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
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By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
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'''Day: ??'''&lt;br /&gt;
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Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
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It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
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'''Day: Who Cares?'''&lt;br /&gt;
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Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
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'''Day: 10th Slate, 202?'''&lt;br /&gt;
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Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
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'''Day: 11th Slate, 202'''&lt;br /&gt;
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We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
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'''Day: 10 Timber, 202'''&lt;br /&gt;
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Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
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'''Day: 9th Moonstone, 202'''&lt;br /&gt;
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Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the founding seven) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
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==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
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Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
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There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
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Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
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Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
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'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
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Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
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 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
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'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
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I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
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Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
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'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
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'''11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
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'''14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
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Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
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'''25&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
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This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
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The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
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[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
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'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
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 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
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'''??'''&lt;br /&gt;
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What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
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===Slate===&lt;br /&gt;
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'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
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'''9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
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[[File:Inentunur.PNG]]&lt;br /&gt;
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I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
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 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;br /&gt;
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For now I've put it in the soon to be barracks across from the soon to be magma forges&lt;br /&gt;
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'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Dishmab is having a party with Melek, Frewfrux and Momuz. Probably drinking in honor of Kolsak, Deler and Athel. Poor sods, hope they have a good party&lt;br /&gt;
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'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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I noticed a draft blowing throught the fort recently, it was coming from the ramps to the surface, so went and got some floor hatches and covered those ramps up, draft defeated.&lt;br /&gt;
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Everyone is talking about how the carpentry workshop is cursed, everyone hears unpleasant things when they go near it so we are just leaving it alone, I’ve told the carpenters that they can just make a new workshop near the old one, I think that is what they are going to do.&lt;br /&gt;
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===Felsite===&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Migrants... 21 migrants, 21. That is quite a few of new faces, I think I'll stay away from them and see what else the fort needs&lt;br /&gt;
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'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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I met the new Gem Setter today, he seems like a decent fellow.  &lt;br /&gt;
 'My pretties, I don’t want him touching my pretties'&lt;br /&gt;
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===Hemite===&lt;br /&gt;
'''12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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A Human caravan and a liason was seen on the horrizon today. &lt;br /&gt;
I hope they bring wood.&lt;br /&gt;
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This fort has so many more dwarves in it now that whenever I`m walking around I see dwaves lazing about. I guess some dwarves could get drafted into the army and get trained.  &lt;br /&gt;
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'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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45 pieces of wood, Momuz seemed pleased that she could make more barrels and bins and beds. She also got a bunch of other things that might be needed. &lt;br /&gt;
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Food stocks are high, moral is high as well. It seems the fort is doing all well right now. Only thing is the goblins, they have been way to quiet, not a single attack this year. I believe that the recruits will be ready in time to protect us, worse comes to worse we don't go outside, which doesn't really affect us because there is nothing but ice up there.&lt;br /&gt;
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===Malachite===&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Golbin raiding party ambushed the caravan guard today. By the time I got on the scene there were dead goblins everywhere. I told some dwarves to help me haul some of their equipment to be sold or to wait to be melted down. There seemed to be some useful weapons amoung the corpses, I'll ask the recruits if they could use any of the weapons.&lt;br /&gt;
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'''8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
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The goblins strike again, only to be slaughtered again by the caravan guards. We looted their corpses and found some more weapons that might come in handy to fight these beasts. These goblins had tons of metal armor on, it was a weird size and I doubted any dwarf could fit in them, we took them off to be melted down whenever the furnaces start up again.&lt;br /&gt;
 'They were ugly, not pretty looking armor, ugly ugly... not at all pretties.. and small looking ugly'&lt;br /&gt;
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'''19&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Dodok Amostidos has taken over the jewellers workshop and started grabing things from everywhere in the fort, I think he is making something, but I couldn't get a good look at it it had gems in it.&lt;br /&gt;
 'Is pretty, looks pretty, want pretties' &lt;br /&gt;
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I was walking around today as well and saw that some of the recruits had started wrestling each other, having a little fun I guess.&lt;br /&gt;
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'''22&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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More migrants... word of this place must have been spread around quite a bit. Melek and Frewfrux started assigning them rooms and duties.&lt;br /&gt;
Dishmab just recently was elected to be our major! I guess that means he gets some extra stuff in his room, I haven’t seen those rooms yet, don’t have the time.&lt;br /&gt;
(Must be filled with pretties, want to see pretties)&lt;br /&gt;
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'''23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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When I entered the jewelers workshop today I noticed Dodok had finished his construction, he told me it was called Thikthogoshosh, or Drenchedhermits in the common tounge, which is appropriate for it is a moss opal flask. When I looked closer at it I noticed that it had two etchings of an aluminum weapons rack.&lt;br /&gt;
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[[File:Drenchedhermits.PNG‎]]&lt;br /&gt;
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Aluminum weapon racks do look nice.&lt;br /&gt;
 'Ohh Pretty rack.... soo pretty'&lt;br /&gt;
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===Galena===&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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It seems the recruits are shaping out nicely, I saw them sparring with weapons today, I'm surprised that none of them have lost a limb yet. The captain of the guard drafted some dwarves into the guard to help him keep order, he also ordered a jail built to contain unruly dwarves. &lt;br /&gt;
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I checked in on the magma today and those grates that Frewfrux had built have not even been touched by magma yet, it seems that the metal smiths are getting annoyed at the speed of the magma, or lack of it, and they haven`t been able to make anthing recently because of the lack of fuel for their furnaces&lt;br /&gt;
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'''10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
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Mayor Dishmab wants some fine pewter objects crafted... I looked everwhere for fine pewter, then one of the blacksmiths told me that you get fine pewter by melting copper and tin together. I felt stupid, so I started looking for copper and tin, I could fine copper ore and copper pieces... but no tin at all.&lt;br /&gt;
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===Limestone===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Autumn has come at last, and I am feeling more like myself again. I haven`t had a conversation with myself in a while, also since Dodak became a legendary gem setter I have not been getting as many urges to be with the gems. I guess I`m getting back to normal again. &lt;br /&gt;
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Found another book to write in seeing as this one is quite full&lt;br /&gt;
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The military is getting better at fighting, talked to some of them for a while, they seemed content with protecting the fort.&lt;br /&gt;
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'''13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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The dwarven caravan has arrived today, Momuz started getting everyone organized..&lt;br /&gt;
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I talked to the traders and they were talking about the legendary status of this outpost, I wonder if they would keep that opinion if they had a tour of the inside. That might be the reason the brought so many goods, five wagons And four pack animals stuffed full with wood charcoal weapons armor leather and cloth.&lt;br /&gt;
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They seemed pretty happy when Momuz traded goblin clothes to them for almost all their wares. Good deal for us I expect. The metal smiths seemed happy with the trades.&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=84471</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=84471"/>
		<updated>2010-04-05T22:18:20Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Year 203 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
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By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
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'''Day: ??'''&lt;br /&gt;
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Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
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It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
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'''Day: Who Cares?'''&lt;br /&gt;
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Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
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'''Day: 10th Slate, 202?'''&lt;br /&gt;
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Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
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'''Day: 11th Slate, 202'''&lt;br /&gt;
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We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
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'''Day: 10 Timber, 202'''&lt;br /&gt;
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Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
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'''Day: 9th Moonstone, 202'''&lt;br /&gt;
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Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''??'''&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;br /&gt;
&lt;br /&gt;
For now I've put it in the soon to be barracks across from the soon to be magma forges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dishmab is having a party with Melek, Frewfrux and Momuz. Probably drinking in honor of Kolsak, Deler and Athel. Poor sods, hope they have a good party&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I noticed a draft blowing throught the fort recently, it was coming from the ramps to the surface, so went and got some floor hatches and covered those ramps up, draft defeated.&lt;br /&gt;
&lt;br /&gt;
Everyone is talking about how the carpentry workshop is cursed, everyone hears unpleasant things when they go near it so we are just leaving it alone, I’ve told the carpenters that they can just make a new workshop near the old one, I think that is what they are going to do.&lt;br /&gt;
&lt;br /&gt;
===Felsite===&lt;br /&gt;
'''5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Migrants... 21 migrants, 21. That is quite a few of new faces, I think I'll stay away from them and see what else the fort needs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I met the new Gem Setter today, he seems like a decent fellow.  &lt;br /&gt;
 'My pretties, I don’t want him touching my pretties'&lt;br /&gt;
&lt;br /&gt;
===Hemite===&lt;br /&gt;
'''12&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A Human caravan and a liason was seen on the horrizon today. &lt;br /&gt;
I hope they bring wood.&lt;br /&gt;
&lt;br /&gt;
This fort has so many more dwarves in it now that whenever I`m walking around I see dwaves lazing about. I guess some dwarves could get drafted into the army and get trained.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
45 pieces of wood, Momuz seemed pleased that she could make more barrels and bins and beds. She also got a bunch of other things that might be needed. &lt;br /&gt;
&lt;br /&gt;
Food stocks are high, moral is high as well. It seems the fort is doing all well right now. Only thing is the goblins, they have been way to quiet, not a single attack this year. I believe that the recruits will be ready in time to protect us, worse comes to worse we don't go outside, which doesn't really affect us because there is nothing but ice up there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malachite===&lt;br /&gt;
'''4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Golbin raiding party ambushed the caravan guard today. By the time I got on the scene there were dead goblins everywhere. I told some dwarves to help me haul some of their equipment to be sold or to wait to be melted down. There seemed to be some useful weapons amoung the corpses, I'll ask the recruits if they could use any of the weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
The goblins strike again, only to be slaughtered again by the caravan guards. We looted their corpses and found some more weapons that might come in handy to fight these beasts. These goblins had tons of metal armor on, it was a weird size and I doubted any dwarf could fit in them, we took them off to be melted down whenever the furnaces start up again.&lt;br /&gt;
 'They were ugly, not pretty looking armor, ugly ugly... not at all pretties.. and small looking ugly'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''19&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Dodok Amostidos has taken over the jewellers workshop and started grabing things from everywhere in the fort, I think he is making something, but I couldn't get a good look at it it had gems in it.&lt;br /&gt;
 'Is pretty, looks pretty, want pretties' &lt;br /&gt;
&lt;br /&gt;
I was walking around today as well and saw that some of the recruits had started wrestling each other, having a little fun I guess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''22&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
More migrants... word of this place must have been spread around quite a bit. Melek and Frewfrux started assigning them rooms and duties.&lt;br /&gt;
Dishmab just recently was elected to be our major! I guess that means he gets some extra stuff in his room, I haven’t seen those rooms yet, don’t have the time.&lt;br /&gt;
(Must be filled with pretties, want to see pretties)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''23&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When I entered the jewelers workshop today I noticed Dodok had finished his construction, he told me it was called Thikthogoshosh, or Drenchedhermits in the common tounge, which is appropriate for it is a moss opal flask. When I looked closer at it I noticed that it had two etchings of an aluminum weapons rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Drenchedhermits.PNG‎]]&lt;br /&gt;
&lt;br /&gt;
Aluminum weapon racks do look nice.&lt;br /&gt;
 'Ohh Pretty rack.... soo pretty'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Galena===&lt;br /&gt;
'''6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
It seems the recruits are shaping out nicely, I saw them sparring with weapons today, I'm surprised that none of them have lost a limb yet. The captain of the guard drafted some dwarves into the guard to help him keep order, he also ordered a jail built to contain unruly dwarves. &lt;br /&gt;
&lt;br /&gt;
I checked in on the magma today and those grates that Frewfrux had built have not even been touched by magma yet, it seems that the metal smiths are getting annoyed at the speed of the magma, or lack of it, and they haven`t been able to make anthing recently because of the lack of fuel for their furnaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
Mayor Dishmab wants some fine pewter objects crafted... I looked everwhere for fine pewter, then one of the blacksmiths told me that you get fine pewter by melting copper and tin together. I felt stupid, so I started looking for copper and tin, I could fine copper ore and copper pieces... but no tin at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Limestone===&lt;br /&gt;
'''1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Autumn has come at last, and I am feeling more like myself again. I haven`t had a conversation with myself in a while, also since Dodak became a legendary gem setter I have not been getting as many urges to be with the gems. I guess I`m getting back to normal again. &lt;br /&gt;
&lt;br /&gt;
Found another book to write in seeing as this one is quite full&lt;br /&gt;
&lt;br /&gt;
The military is getting better at fighting, talked to some of them for a while, they seemed content with protecting the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan has arrived today, Momuz started getting everyone organized..&lt;br /&gt;
&lt;br /&gt;
I talked to the traders and they were talking about the legendary status of this outpost, I wonder if they would keep that opinion if they had a tour of the inside. That might be the reason the brought so many goods, five wagons And four pack animals stuffed full with wood charcoal weapons armor leather and cloth.&lt;br /&gt;
&lt;br /&gt;
They seemed pretty happy when Momuz traded goblin clothes to them for almost all their wares. Good deal for us I expect. The metal smiths seemed happy with the trades.&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drenchedhermits.PNG&amp;diff=84465</id>
		<title>File:Drenchedhermits.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drenchedhermits.PNG&amp;diff=84465"/>
		<updated>2010-04-05T22:00:27Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: Aluminum Weapon racks...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aluminum Weapon racks...&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Melek_Arctic_Hellhole&amp;diff=84372</id>
		<title>Bloodline:SL Melek Arctic Hellhole</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Melek_Arctic_Hellhole&amp;diff=84372"/>
		<updated>2010-04-05T19:38:19Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* The Journals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Arctic Hellhole=&lt;br /&gt;
&lt;br /&gt;
''Run by'' [[User:Melek|Melek]]&lt;br /&gt;
&lt;br /&gt;
back to [[Bloodline:Succession League Games|Games]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Journals==&lt;br /&gt;
&lt;br /&gt;
[[Bloodline:SL_Melek_Arctic_Hellhole/Year201|Melek - Year 201]]&lt;br /&gt;
&lt;br /&gt;
[[Bloodline:SL_Frewfrux_Arctic_Hellhole/Year202|Frewfrux - Year 202]]&lt;br /&gt;
&lt;br /&gt;
[[Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203|Flying Dwarves Hurt - Prelude / Year 203]]&lt;br /&gt;
&lt;br /&gt;
==The Embark Zone==&lt;br /&gt;
&lt;br /&gt;
The location is an [[evil]], [[glacier]] and [[tundra]]. There are no [[trees]] but legend has it that [[magma]] is present.&lt;br /&gt;
&lt;br /&gt;
Because this is a nasty place to set up a fortress it might be worth looking up the problems regarding having too much [[Ice|ice]] on embark before you ask to join this game... boy this is going to be [[fun]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:melek_arctichellhole1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current Rules==&lt;br /&gt;
&lt;br /&gt;
Six players including myself, I'll take the first year and we'll keep taking weekly turns until something [[fun]] happens.&lt;br /&gt;
&lt;br /&gt;
I have an FTP server which we can use for save file swapping.&lt;br /&gt;
&lt;br /&gt;
No exploits or sneak peeking at the map!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&lt;br /&gt;
[[User:Melek|Melek]] - [[Bloodline:SL_Melek_Arctic_Hellhole/Year201|1st year]]&lt;br /&gt;
&lt;br /&gt;
[[User:Frewfrux|Frewfrux]] - 2nd Year&lt;br /&gt;
&lt;br /&gt;
[[User:Flying_Dwarves_Hurt|Flying Dwarves Hurt]] - 3rd year&lt;br /&gt;
&lt;br /&gt;
[[User:Muxaun|Muxaun]] - 4th year&lt;br /&gt;
&lt;br /&gt;
[[User:Schiller|Schiller]] - 5th year&lt;br /&gt;
&lt;br /&gt;
[[User:Xvareon|Xvareon]] - 6th year&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Frewfrux_Arctic_Hellhole/Year203&amp;diff=84370</id>
		<title>Bloodline:SL Frewfrux Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Frewfrux_Arctic_Hellhole/Year203&amp;diff=84370"/>
		<updated>2010-04-05T19:37:35Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: moved Bloodline:SL Frewfrux Arctic Hellhole/Year203 to Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203]]&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=84369</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=84369"/>
		<updated>2010-04-05T19:37:35Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: moved Bloodline:SL Frewfrux Arctic Hellhole/Year203 to Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
'''1st'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4th'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6th'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11th'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14th'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25th'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27th'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9th'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;br /&gt;
&lt;br /&gt;
For now I've put it in the soon to be barracks across from the soon to be magma forges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16th'''&lt;br /&gt;
&lt;br /&gt;
Dishmab is having a party with Melek, Frewfrux and Momuz. Probably drinking in honor of Kolsak, Deler and Athel. Poor sods, hope they have a good party&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Flying_Dwarves_Hurt&amp;diff=84368</id>
		<title>User:Flying Dwarves Hurt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Flying_Dwarves_Hurt&amp;diff=84368"/>
		<updated>2010-04-05T19:33:48Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /*  Dwarf Fortress Mode  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= &amp;lt;center&amp;gt; '''Dwarf Fortress Mode''' &amp;lt;/center&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
==[[Succession League Games]]==&lt;br /&gt;
&lt;br /&gt;
===[[Bloodline:SL Melek Arctic Hellhole]]===&lt;br /&gt;
Playing a Bloodline game in the middle of a glacier, I am currently playing the third year and every six years after.. if the fort lasts that long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;center&amp;gt; '' Fun with animals '' &amp;lt;/center&amp;gt; ==&lt;br /&gt;
Having fun with [[dogs]] and their &amp;lt;s&amp;gt;meat, leather and bones&amp;lt;/s&amp;gt; protectiveness of my Dwarves. Kobald thiefs? Insta-Death vs War dogs. As shown in the following images. Excellent guards  of craft stockpiles, [[Artifacts]] and &amp;lt;s&amp;gt;insane&amp;lt;/s&amp;gt; brave Dwarves who venture into &amp;lt;s&amp;gt;death&amp;lt;/s&amp;gt; the outdoors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:War_Dogs.jpg|Dead kobold]]&lt;br /&gt;
[[Image:War_Dogs2.jpg|Up a floor... body parts of previous kobold]]&lt;br /&gt;
[[Image:War_Dogs3.jpg|Thats one vertical tile and eleven horizontal tiles.. good throw dogs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The farthest part of that kobold was &amp;lt;i&amp;gt;thrown up one z level&amp;lt;/i&amp;gt; (The kobolds arm) and eleven horizontal tiles, the next best part thrown was up a z level and 6 tile away. They were guarding my woodcutter who didn't even see the kolbold, just its corpse.&lt;br /&gt;
&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:10, 20 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;center&amp;gt; '''''Interesting Artifacts''''' &amp;lt;/center&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;center&amp;gt; ''Seshiseth, &amp;quot;Socketquests&amp;quot;, an Ashen bucket'' &amp;lt;/center&amp;gt; ===&lt;br /&gt;
[[Image:Socketquests.jpg|Take that Elves!!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting out in an area with sparse wood... and my first dwarf to have a [[Strange mood]] decides to use four of my wood logs that I need for beds, not only to mention that she was only [[possessed]]. She built it right after a &amp;lt;s&amp;gt;hippie&amp;lt;/s&amp;gt; elven caravan left my trade depot. I guess my [[Appraiser]] showed those darned elves a thing or two.&lt;br /&gt;
&lt;br /&gt;
Used:&lt;br /&gt;
*Four pieces of Wood&lt;br /&gt;
*One raw Black opal&lt;br /&gt;
&lt;br /&gt;
Creator: &lt;br /&gt;
*Kivish Lenoddumat, &amp;quot;Kivish Seedroughness&amp;quot;,  Female&lt;br /&gt;
&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 07:17, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;center&amp;gt; ''Akrulthazor, &amp;quot;The Tin Discovery&amp;quot;, a horse bone amulet'' &amp;lt;/center&amp;gt; ===&lt;br /&gt;
[[Image:The_Tin_Discovery.jpg|With all the items you use and how menacing it looks, you put squares on it??]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Same Dwarf Fort as above, this being the third Strange mood, but the first to acually give the creator of the artifact any skill. &amp;quot;Kol Zaludolon, [[Administrator]] is taken by a fey mood&amp;quot;. This is a good thing! Even though she had no skill at all in anything except organization now she is a master [[bone carver]]...&lt;br /&gt;
&lt;br /&gt;
Used:&lt;br /&gt;
*Stack of [8] horse bones&lt;br /&gt;
*Two turtle shells&lt;br /&gt;
*One cut Black opal&lt;br /&gt;
*One bar of Aluminum&lt;br /&gt;
*One Pig tail cloth&lt;br /&gt;
&lt;br /&gt;
Creator:&lt;br /&gt;
*Kol Zaludolon, &amp;quot;Kol Futuregears&amp;quot;, Female&lt;br /&gt;
*--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 21:40, 18 February 2010 (UTC)&lt;br /&gt;
**Later elected mayor&lt;br /&gt;
**--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:10, 20 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83484</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83484"/>
		<updated>2010-04-05T07:09:17Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Slate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
'''1st'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4th'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6th'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11th'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14th'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25th'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27th'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9th'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;br /&gt;
&lt;br /&gt;
For now I've put it in the soon to be barracks across from the soon to be magma forges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''16th'''&lt;br /&gt;
&lt;br /&gt;
Dishmab is having a party with Melek, Frewfrux and Momuz. Probably drinking in honor of Kolsak, Deler and Athel. Poor sods, hope they have a good party&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83471</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83471"/>
		<updated>2010-04-05T07:02:27Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Slate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
'''1st'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4th'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6th'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11th'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14th'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25th'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27th'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9th'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;br /&gt;
&lt;br /&gt;
For now I've put it in the soon to be barracks across from the soon to be magma forges&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83415</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83415"/>
		<updated>2010-04-05T06:25:25Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Slate 203 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
'''1st'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4th'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6th'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11th'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14th'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25th'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27th'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9th'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83414</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83414"/>
		<updated>2010-04-05T06:25:11Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Granite 203 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite===&lt;br /&gt;
&lt;br /&gt;
'''1st'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4th'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6th'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11th'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14th'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25th'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27th'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate 203===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9th'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83413</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83413"/>
		<updated>2010-04-05T06:24:50Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Slate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite 203===&lt;br /&gt;
&lt;br /&gt;
'''1st'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4th'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6th'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11th'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14th'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25th'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27th'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate 203===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9th'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83411</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83411"/>
		<updated>2010-04-05T06:24:31Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Year 203 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
===Granite 203===&lt;br /&gt;
&lt;br /&gt;
'''1st'''&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4th'''&lt;br /&gt;
&lt;br /&gt;
There is more to be done than I thought, with no military I fear a goblin attack at any moment, why they would risk the cold barren ice to attack? By Avuz Boulderearthen the Mountainous Rock I have no clue. Finding a sutiable place for the barracks/prison might be a good start...&lt;br /&gt;
&lt;br /&gt;
Told the miners to dig out a section for the metal works, moving it closer to the magma.. that way we won’t need blasted charcoal to keep our furnaces hot, at the rate the magma is moving It seems I could have that whole section dug out before it even makes it there, at least.. thats the plan&lt;br /&gt;
&lt;br /&gt;
 ''Some pretties in a wall... soooo pretty.. mhmmm my... pretties... my shinny shinny gems''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
I think I might be on the brink of having another “episode”, the doctor told me that I should try to keep away from raw gems... it is hard to do in a new fortress like this, I just hope I can last, &lt;br /&gt;
&lt;br /&gt;
I’m starting to see jewels encrusted on everything in my sleep now, I pray that Avuz Boulderearthen the Mountainous Rock keeps me sane while I am needed....&lt;br /&gt;
&lt;br /&gt;
Maybe I could put the jewlers workshop where the old wood burning furnace was... hmm I’ll have to look into this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''6th'''&lt;br /&gt;
&lt;br /&gt;
Frewfrox was mopping about earlier, I asked her what was going on and she told me she was planning defenses in case of an attack, I asked her if we had any traps set up yet... by Avuz Boulderearthen the Mountainous Rock I haven’t seen a dwarf move faster since Ma set herself on fire...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11th'''&lt;br /&gt;
&lt;br /&gt;
Elves!! I hope they bring something useful. Momuz was yelling at people to make sure trade goods were at the outpost and she also started heading in that direction, or it looked like she did, I’ll just keep my head down for a bit and keep moving stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''14th'''&lt;br /&gt;
&lt;br /&gt;
Took them 3 days after we noticed them for them to find our outpost... But they brought wood, glorious wonderful wood, tons and tons of wood, I saw dwarves rejoicing over the wood as they hauled it into the fort. &lt;br /&gt;
&lt;br /&gt;
Momez says she got all the wood and two bins of cloth (everything the elves packed it seemed) for a bracelet, 3 mechanisms and a rope... a good deal. Thats 24 logs of wood and quite a bit of cloth. She seemed pretty pleased with herself at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''25th'''&lt;br /&gt;
&lt;br /&gt;
Kolsag Alathgeb died today, may she find rest in the stone and live on in our fortress.. it is a sad day for this fortress, three of the founding seven are now dead.. May Avuz Boulderearthen the Mountainous Rock look after her.&lt;br /&gt;
&lt;br /&gt;
This month is almost over and I am running out of space in my journal, if I was in any civilized city I could probably aquire another one... I’ll just have to space my entries out some more I guess.&lt;br /&gt;
&lt;br /&gt;
The area for the magma forges is cleared out, the channels dug, now some more waiting on the blasted magma.. if only there was a way to speed it up&lt;br /&gt;
&lt;br /&gt;
[[File:Area_for_magma_furnaces_workshops.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''27th'''&lt;br /&gt;
&lt;br /&gt;
Jewels!! The workshop is up and I have started cutting some gems!! It was exciting, it may take me awhile but I will teach myself how to make these gems look perfect...&lt;br /&gt;
&lt;br /&gt;
 ''make them pretty.... oh so pretty.. the things I can do with pretty....... Gems are pretty they are shinny...'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
What am I becoming? I feel a change in me... it calls to me every day, I don’t want another episode!! Not now! Not then! Not ever! I don’t want to not be myself, maybe this fort is bringing it out... maybe.. I think I can last.. I can do it, by Avuz Boulderearthen the Mountainous Rock I can do it.&lt;br /&gt;
 &lt;br /&gt;
 ''I can I can I can I can... pretties I can make you prettier than before!''&lt;br /&gt;
&lt;br /&gt;
===Slate===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th'''&lt;br /&gt;
&lt;br /&gt;
Some dwarf took a Metalsmith’s forge right next to my workshop, by the commotion and the smell I guess it was Sibrek Thibamast the blacksmith. He was very quiet and took an aluminum bar then locked the doors to his shop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''9th'''&lt;br /&gt;
&lt;br /&gt;
Sibrek finished today! He barged into my workshop to tell me what me made, an aluminum weapon rack called Inentunur, or “Hillstyles” in the common tongue. When I took a closer look at it I was slightly confused, for he had neatly imprinted on the aluminum weapon  rack in aluminum is an aluminum weapon rack.&lt;br /&gt;
&lt;br /&gt;
[[File:Inentunur.PNG]]&lt;br /&gt;
&lt;br /&gt;
I guess he likes aluminum? To each his own I guess...&lt;br /&gt;
&lt;br /&gt;
 ''It was very pretty, but not pretty enough... with a few gems it could be made prettier, silly blacksmith only using aluminum... gems would make it prettier''&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Inentunur.PNG&amp;diff=83410</id>
		<title>File:Inentunur.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Inentunur.PNG&amp;diff=83410"/>
		<updated>2010-04-05T06:22:02Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: An aluminum weapon rack engraved with an image of an aluminum weapon rack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An aluminum weapon rack engraved with an image of an aluminum weapon rack&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Area_for_magma_furnaces_workshops.PNG&amp;diff=83401</id>
		<title>File:Area for magma furnaces workshops.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Area_for_magma_furnaces_workshops.PNG&amp;diff=83401"/>
		<updated>2010-04-05T06:12:33Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: Bloodline game Artic hellhole.. future magma forge area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bloodline game Artic hellhole.. future magma forge area&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83389</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=83389"/>
		<updated>2010-04-05T06:01:41Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Prelude */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
'''Day: ????'''&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: ??'''&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with traveling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to patrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: Who Cares?'''&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10th Slate, 202?'''&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 11th Slate, 202'''&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furniture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 10 Timber, 202'''&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Day: 9th Moonstone, 202'''&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak (one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
==='''Day: 1st Granite, 203'''===&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with despair.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=78297</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=78297"/>
		<updated>2010-04-02T19:13:51Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Day: 1st Granite, 203 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
==='''Day: ????'''===&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Day: ??'''===&lt;br /&gt;
&lt;br /&gt;
Why keep track of days. They are such a nuisance. It doesn't help with travelling, it only makes you think of what you left behind.&lt;br /&gt;
&lt;br /&gt;
It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to partrol in that area anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Day: Who Cares?'''===&lt;br /&gt;
&lt;br /&gt;
Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Day: 10th Slate, 202?'''===&lt;br /&gt;
&lt;br /&gt;
Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Day: 11th Slate, 202'''===&lt;br /&gt;
&lt;br /&gt;
We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furanture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Day: 10 Timber, 202'''===&lt;br /&gt;
&lt;br /&gt;
Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Day: 9th Moonstone, 202'''===&lt;br /&gt;
&lt;br /&gt;
Heard some dreadful racket today, I guess Kogsak ( one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
&lt;br /&gt;
==Year 203==&lt;br /&gt;
&lt;br /&gt;
==='''Day: 1st Granite, 203'''===&lt;br /&gt;
&lt;br /&gt;
A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
&lt;br /&gt;
Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
&lt;br /&gt;
There must be something I could do other than move junk... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab first. Frewfrux... well she just looked at me.... like she looked into my soul and cut it to pieces.. those eyes... eyes filled with dispare.. So I left her alone. &lt;br /&gt;
&lt;br /&gt;
Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=78270</id>
		<title>Bloodline:SL Flying Dwarves Hurt Arctic Hellhole/Year203</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:SL_Flying_Dwarves_Hurt_Arctic_Hellhole/Year203&amp;diff=78270"/>
		<updated>2010-04-02T18:30:07Z</updated>

		<summary type="html">&lt;p&gt;Flying Dwarves Hurt: /* Artic Hellhole */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artic Hellhole, Excepts from the diary of Flyinghurts Twinkleabbeys=&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
&lt;br /&gt;
==='''Day: ????'''===&lt;br /&gt;
&lt;br /&gt;
Today some dwarf came up to me while I was putting a lovely milky white Pearl into a finely crafted gold amulet for the Queen. He told me that there was a new outpost that was teeming with ''jewels and diamonds'', and that they needed someone to put all those jewels in ''pretty'' things. I got the impression he thought I was stupid and that I needed to be told like a child, which might have worked on some of the dwarves here. After I gave him a quizzical look, he told me that they needed all the help they could get from any profession for they settled in the barren icelands. &lt;br /&gt;
&lt;br /&gt;
By my Beard I told him I would be packed faster than he could say “praise Avuz Boulderearthen the Mountainous Rock” ten times.&lt;br /&gt;
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==='''Day: ??'''===&lt;br /&gt;
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Why keep track of days. They are such a nuisance. It doesn't help with travelling, it only makes you think of what you left behind.&lt;br /&gt;
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It seems like most of the 50 of us setting out were “tricked” into going on this journey, it is a good thing they gave me the map, seeing as I went on this journey knowing that we are heading to our possible death, maybe it is the name of this place that lures them... Idräthobok, or “Treasurepillar” in the common tongue. Ironhammer is the leader of our military escort; He told us that they would escort us to the edge of the icefield since they had to partrol in that area anyway.&lt;br /&gt;
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==='''Day: Who Cares?'''===&lt;br /&gt;
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Wolves killed Ironhammer.... There was blood in the trees... and the bushes. The military escort is off trying to get all of his remains and some revenge. They said something about leaving us all to our forsaken fate.. hope they mean this in a good way.&lt;br /&gt;
Day: Later Sometime... a day? Two?&lt;br /&gt;
Well, the military escort left, along with quite a few dwarves who were not eaten. There is 20 of us now and we are pretty near the start of the icelands.&lt;br /&gt;
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==='''Day: 10th Slate, 202?'''===&lt;br /&gt;
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Not sure if that is the right day, one of the dwarves told me that was the date. Still on the icelands, nothing but white ice and snow in sight, must mean we are close.&lt;br /&gt;
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==='''Day: 11th Slate, 202'''===&lt;br /&gt;
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We are here now, praise Avuz Boulderearthen the Mountainous Rock, we are here. Some dwarf, her name is Frewfrux I think, saw us and boy did she look upset.. maybe there were too few of us? She started telling us what needed doing and what to do. She looked at me for a brief second or too, just long enough to say haul junk around. I love to help out so off I went moving furanture and rocks. Have not had a lot of time to look around this place, seems nice enough.&lt;br /&gt;
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==='''Day: 10 Timber, 202'''===&lt;br /&gt;
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Met the famous Melek today. She looked different than I thought she would, haven’t had much time to write in here recently, busy busy busy, there is always junk to be moved about. All this moving is making me fit at least.&lt;br /&gt;
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==='''Day: 9th Moonstone, 202'''===&lt;br /&gt;
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Heard some dreadful racket today, I guess Kogsak ( one of the miners and one of the starting four) took over a mason’s shop and started screaming something about wood... I haven’t seen wood since... can’t remember when. Frewfrux took it hard.. she didn’t seems quite the same after that. Back to work I guess.&lt;br /&gt;
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==Year 203==&lt;br /&gt;
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==='''Day: 1st Granite, 203'''===&lt;br /&gt;
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A new year has dawned! Celebrations would be happening all across the kindom... but not here. It’s a little cold for that. Moving stuff still, but I guess I should start giving effort to noticing what is going on. There is some sort of magma contraption thing, it is to melt water I guess, not so sure it will work, but who knows. &lt;br /&gt;
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Everyday I see these beautiful raw jewels in piles and in the stone. It haunts what little sleep I get that I can not put them into amulets and crowns aand rings and chairs and.... anything. I must find someone who can cut them... or I will try to myself, else I might lose my mind. &lt;br /&gt;
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There must be something I could do other than move junk... was thinking is there was a way to automate this magma machine so that we wouldn’t need dwarves to get that close to the magma and burn to death... maybe if I went to see Melek or Frewfrux...&lt;br /&gt;
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Melek didn’t seem to mind if I started doing things around the Fort, she did tell me to talk to Dishmab. Frewfrux... well she just looked at me.... like she looked into my soul with her eyes that seemed filled with dispare.. So I left her alone. &lt;br /&gt;
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Dishmab was glad to have me help out. I’ll get started tomorrow it seems, as there is still more things to move for today.&lt;/div&gt;</summary>
		<author><name>Flying Dwarves Hurt</name></author>
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