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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Holyfool</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-11T15:51:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23267</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23267"/>
		<updated>2008-03-29T22:42:59Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: /* controlling at a distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20406</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20406"/>
		<updated>2008-03-23T13:23:45Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proof, though, and I can't check just ATM - can someone look at this?[[User:Thexor|Thexor]] 20:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I checked a little.  Dabbling skills are not enough, but novice military skills are sufficient to prevent unhappiness about being drafted, while novice civilian skills prevent angst when the dwarves are relived.  Is it ok as long as they don't become peasants or recruits? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Tests:&lt;br /&gt;
* Novice Jeweler&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - did not complain&lt;br /&gt;
* Dabbling Butcher&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - unhappy&lt;br /&gt;
Will update again when dwarfs are no longer unhappy.  Also, it seems to me that marksdwarves need to be stationed near the barracks to practice when they are standing down - can anyone confirm this? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can also add results to the tests above:&lt;br /&gt;
* Novice Marksdwarf / Novice Butcher&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - No unhappy thought&lt;br /&gt;
* Novice Butcher only&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** unenlisted - no unhappy thought&lt;br /&gt;
* Novice Axedwarf / Dabbling Planter&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - unhappy.&lt;br /&gt;
Dwarves don't need to be stationed near the barracks for sparring practice when off-duty, mine (Axedwarves and Marksdwarves) are stationed almost 5 full screens away. [[User:Matryx|Matryx]] 03:59, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injuries while sparring ==&lt;br /&gt;
&lt;br /&gt;
It IS still possible to get grievous injuries while sparring. I currently have two guards resting with injuries, one maimed and one with a broken limb. Mitigating circumstances? Near-masterwork steel battleaxes and no armor. On the other hand, none of them are Strong or anything (or Tough, for that matter). Also I just checked and I have a Wrestler with a left lung and upper spine maimed too, couldn't be from anything else but sparring with the over-equipped guards, and he was wearing iron chainmail AND was Agile, Tough. I'd make the change myself but I'm too clueless about wikis and don't want to break some law of etiquette.&lt;br /&gt;
&lt;br /&gt;
I wrote the paragraph before, I shall amend if with your new information --[[User:Matryx|Matryx]] 09:19, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Interestingly, I've had no major injuries with wrestler sparring in 3 years.  A couple bruises, nothing more.  Only thing I can see different is that I have a massive barracks, with 3 rooms and inner doors.  When they 'spar' next to each other, there can be some minor bruising, but they gain skill when they aren't next to each other.  They do have iron bucklers and full steel chainmail which helps, but my barracks doesn't even have blood on the floor 95% of the time.  Perhaps larger barracks are the way to go, or was I just lucky? --Gotthard 12:03, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Discarded equipment ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that if I have civilians wandering around who get interrupted by wild critters, if I draft them they are fairly inclined to dump whatever they are carrying and then follow orders. If their preferences are set to have certain millitary equipment then they will disregard whatever other orders I set to go off and try to make their inventory match their orders.&lt;br /&gt;
&lt;br /&gt;
I don't really have a problem with any of that.&lt;br /&gt;
What I '''do''' have a problem with, is when I de-list/de-{{key|A}}ctivate them, they dump their millitary items wherever they happen to be.&lt;br /&gt;
So it means I should really only deactivate millitary types when they are close to a weapon &amp;amp; armour stockpile I guess?&lt;br /&gt;
Any other opinion/advice/observations on this issue?[[User:GarrieIrons|GarrieIrons]] 04:55, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
A goblin just snatched one of the babies out of my fortress....  Any way to take the war to these b@$+@rds? - [[User:Holyfool|Holyfool]] 09:22, 23 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23265</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23265"/>
		<updated>2008-03-22T21:51:16Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
:: Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17600</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17600"/>
		<updated>2008-03-21T13:56:11Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: /* Types of sand for glassmaking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
: I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Types of sand for glassmaking==&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17599</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17599"/>
		<updated>2008-03-21T13:55:00Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: /* Types of sand for glassmaking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
: I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Types of sand for glassmaking==&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Snoob&amp;diff=38574</id>
		<title>User talk:Snoob</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Snoob&amp;diff=38574"/>
		<updated>2008-03-07T19:08:16Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: New page: Thank Enor for editors.  Where would we be without them?  :)  (Speaking of, how do I get the circumflex over the &amp;quot;o&amp;quot;?) --Holyfool 13:08, 7 March 2008 (EST)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thank Enor for editors.  Where would we be without them?  :)  (Speaking of, how do I get the circumflex over the &amp;quot;o&amp;quot;?) --[[User:Holyfool|Holyfool]] 13:08, 7 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5128</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5128"/>
		<updated>2008-03-07T18:58:49Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== cool ==&lt;br /&gt;
Your basic mood is a nice,harmless thing - usually you can let them bustle away and you know your wealth will get a nice boost soon, but this posessed! bone carver really creeps me out, I mean, he's a ''bone'' carver, right? And he's already collected a small pile of bones in there... *laugh* great game feature! --[[User:Koltom|Koltom]] 21:28, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5127</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5127"/>
		<updated>2008-03-07T18:58:00Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: &lt;/p&gt;
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&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== cool ==&lt;br /&gt;
Your basic mood is a nice,harmless thing - usually you can let them bustle away and you know your wealth will get a nice boost soon, but this posessed! bone carver really creeps me out, I mean, he's a ''bone'' carver, right? And he's already collected a small pile of bones in there... *laugh* great game feature! --[[User:Koltom|Koltom]] 21:28, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Philosopher&amp;diff=29474</id>
		<title>40d Talk:Philosopher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Philosopher&amp;diff=29474"/>
		<updated>2008-03-07T18:46:59Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thought we could start posting any significant information or events related to the philosopher arriving, in an attempt to work out what causes it. The philosopher arrived for me in the first migrant wave after breaking 110 population, in the spring of my 4th year. Fortress wealth was 124879, and one of my Axe Lords had just become a Champion. Nothing else significant occured between that migrant wave and the previous one. --[[User:TangoThree|TangoThree]] 14:46, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In the previous version the philosopher came when you hit 100 dwarves.  The philosopher came when I hit 100 in this version too.  [[User:Bouchart|Bouchart]] 15:30, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I cannot confirm this. I had 101 Dwarves, and the next immigrant wave did not include the philosopher. [[User:Drahflow|Drahflow]] 15:23, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
My philosopher just showed up.  He showed up by himself with no other immigrants.  I had 100+ dwarves, but tragedy struck (quite a bit) a couple seasons ago, and now I only have 93. [[User:Holyfool|Holyfool]] 13:40, 7 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5126</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5126"/>
		<updated>2008-03-07T16:54:17Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== cool ==&lt;br /&gt;
Your basic mood is a nice,harmless thing - usually you can let them bustle away and you know your wealth will get a nice boost soon, but this posessed! bone carver really creeps me out, I mean, he's a ''bone'' carver, right? And he's already collected a small pile of bones in there... *laugh* great game feature! --[[User:Koltom|Koltom]] 21:28, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Holyfool&amp;diff=38376</id>
		<title>User:Holyfool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Holyfool&amp;diff=38376"/>
		<updated>2008-03-02T03:41:29Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: New page: Played ADOM for years.  Now it's time for a new ASCII game.  :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played ADOM for years.  Now it's time for a new ASCII game.  :)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13673</id>
		<title>40d Talk:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13673"/>
		<updated>2008-03-02T03:38:24Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;... but only '''stone''' and metal will hold back magma.&lt;br /&gt;
&lt;br /&gt;
Is this true? In the last version only steel was strong enough to contain magma. --[[User:Mizipzor|Mizipzor]] 15:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, my dolomite floodgates were enough to hold magma. So stone floodgates are capable of holding magma. Dunnoe about wooden ones though. [[User:Noctis|Noctis]] 15:59, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not true. I used stone floodgates all the time with magma in the last version. --[[User:RedKing|RedKing]] 00:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Perhaps the confusion comes from the fact that you needed steel to bridge over magma --[[User:Moller|Moller]] 02:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Alright, the dolomite floodgates that I've mentioned earlier seem to have disappeared, presumably melted away. Thus I'm led to belive that only steel(or better) floodgates are capable of holding magma now. [[User:Noctis|Noctis]] 09:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::From what I've seen stone floodgates are, at the moment, one use like the steel ones listed in the article...but for different reasons.  A closed stone floodgate will hold back magma indefinitely (probably for the same reason that the normal stone walls hold magma as they do), but once you link  and open it the magma enters the same tile and turns any stone into it's molten counterpart.  This means both your stone floodgate and stone mechanism are turned to slag and eventually lost to the magma forever.  I would bet that the steel floodgates are still there, but forever locked in their open state since your mechanism just got turned to goo and you can no longer select the flood gate from the lever's link menu{{verify}}.  Perhaps [[Bauxite|Bauxite]] might be able to survive the magma {{verify}}, but I need to find some first in order to test that theory.{{version|0.27.169.33b}}   --[[User:TheUbie|TheUbie]] 04:28, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Interesting note, floodgates seem to take approximately 100 steps to open after activation, from my experimentation. Maybe this could be used in the article somehow? &lt;br /&gt;
[[User:NullAshton|NullAshton]] 23:51, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== opening and closing ==&lt;br /&gt;
&lt;br /&gt;
do I '''have''' to use a lever to open and close a floodgate? Early on - I have a room next to a river - I want to put a floodgate in the corridor and &amp;quot;bucket fill&amp;quot; a &amp;quot;pond&amp;quot; from the outside.&lt;br /&gt;
&lt;br /&gt;
will this plan work or do I '''need''' a lever?[[User:GarrieIrons|GarrieIrons]] 01:55, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You need some kind of machine to trigger it, yes. Pressure plates work as well. --[[User:N9103|Edward]] 06:20, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
All right... I have a 1-wide channel, with a floodgate &amp;quot;placed&amp;quot; not &amp;quot;built&amp;quot; somewhere along it.&lt;br /&gt;
Access is from a stair to the right.&lt;br /&gt;
No matter if I put the build command closer to the stair, or further away from the stair, the dwarves seem to build the floodgate so that it cuts off their exit! WTF is one to do here? I keep ordering the dwarf that just built the floodgate to remove it so they can get out again.[[User:GarrieIrons|GarrieIrons]] 23:34, 2 February 2008 (EST)&lt;br /&gt;
:Hook it to a mechanism and open it. --[[User:Ikkonoishi|Ikkonoishi]] 00:59, 3 February 2008 (EST)&lt;br /&gt;
::Yeah well when I get a mechanic that is the general plan ;) but right now it's sitting in the middle of a channel while I prey for more immigrants before all of my dwarves die of thirst![[User:GarrieIrons|GarrieIrons]] 01:48, 3 February 2008 (EST)&lt;br /&gt;
:::All right, I have opening and closing floodgates now.[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
::::Would you mind posting a pic of your setup?  I'm a mite confused on this also....[[User:Holyfool|Holyfool]] 22:38, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==River crossings==&lt;br /&gt;
I can dam/divert a river with floodgates I hope. &lt;br /&gt;
If I dig a channel 1 z-level down, then build a wall, the top is a floor I can walk across. Why isn't the top of a floodgate a floor? it is silly that I have to build a floodgate then a bridge as well, and connect them to the same lever, if I want a floodgate I can walk over. (in real life even a simple drop-board weir - which is pretty mcuh a timber floodgate - can be walked over so that you can put the boards in and out).[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
:PS. I am diverting my brook by digging a channel through it while it is frozen then building a series of floodgates in the resulting channel. I guess this will work (here's for trying) but how would one divert a river?[[User:GarrieIrons|GarrieIrons]] 07:47, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Non-freezing? Very difficult to get to work properly, dependent on the terrain of course. Basically, you'd have to dig quite a large pond/lake for the river to fill while scrambling like mad to get those dwarves to install all the floodgates or build the walls before the flow into the lake slows enough for construction-blocking waterlevels to start flowing again. Definitely suggest a stockpile immediately adjacent to the closest entry point to the downstream side of the dam to hopefully avoid a waste of time if only one or two dwarves get their lazy butts over to the work that needs to be done! As for freezing; well, that's always been child's play, and I always wonder why people bother asking someone &amp;quot;if the map they're on freezes,&amp;quot; anytime someone says they need help trying to dam a flow. ;) --[[User:N9103|Edward]] 09:30, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, I have dug a channel in the ice. There are some boulders left behind as well as it seems some ice blocks. I think these will be off to make a pond as ice hauling seems much more efficient to me than bucket hauling?&lt;br /&gt;
:But anyway, the channel is all marked as &amp;quot;blocked&amp;quot; when I try to build floodgates. Will see what it's like when the ice blocks are all gone.[[User:GarrieIrons|GarrieIrons]] 06:40, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Floodgate swept away ==&lt;br /&gt;
With version 38a I noticed that floodgates can be swept away by molten rock which is pushed by the flowing lava. I don't know if this also happend with earlier versions since this was the first time, because of lack of fule and wood, that I actually used magma.&lt;br /&gt;
Somebody should probably mention in the article that it is advisable to remove rocks from the magma channel to prevent this. [[User:Buckermann|Buckermann]] 11:53, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The floodgate was verified beforehand to have been built, and not simply dropped and forgotten? --[[User:N9103|Edward]] 07:39, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm quite sure that it was build, and not just dropped. It was even connected to a lever and was working. For a short time at least... And I'm also quite sure that I used Bauxit mechanism for it. [[User:Buckermann|Buckermann]] 09:53, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A non-bauxite mech. would be my next point of inquiry, and just to make sure we're not missing the obvious, the floodgate itself was magma-proof? --[[User:N9103|Edward]] 04:14, 14 February 2008 (EST)&lt;br /&gt;
::::Yes, the floodgate too was made of Bauxit, and it is still visible in my magma silo. ([http://i162.photobucket.com/albums/t243/TaBu-NiW/magmachamber.png?t=1203005405 Link to image]) [[User:Buckermann|Buckermann]] 11:11, 14 February 2008 (EST)&lt;br /&gt;
:::::Can you reproduce this? [[User:VengefulDonut|VengefulDonut]] 12:21, 14 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35833</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35833"/>
		<updated>2008-03-02T00:03:44Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: /* Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trading in Dwarf Fortress first occurs in the first autumn of building your fort, with the arrival of the Dwarven [[caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also improves your freedom of choice on what item to [[embark]] with because you can always trade for them later, e.g. dropping the expensive [[anvil]] to bring 500 extra units of booze. New players can look [[Your_first_fortress#Trading|here]] for advice on trading with your first caravan.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Building a [[trade depot]] will allow you the opportunity to trade with caravans that arrive at your [[fortress]].  Trade depots require three [[stone]]s or [[log]]s to build, and the [[architecture]] [[skill]] along with either [[masonry]] or [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
== Using Trade Depot ==&lt;br /&gt;
Hit {{key|q}} to bring up the building interaction menu, and then move your cursor over the trade depot to gain access to the following options. &lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
When a caravan arrives, it is time to move local goods ready for trade. Selecting items in the categorized view will mark them [PENDING] and they will be moved to the depot. (Note: any dwarf can move goods to depot, even if his hauling labors are disabled) When ready for trade, an item is marked [TRADE]. The depot can be emptied in the same manner.&lt;br /&gt;
&lt;br /&gt;
=== Trader requested at depot/No trader needed at depot ===&lt;br /&gt;
Hit {{key|r}} to toggle between these two options. If a trader is requested then someone will come to the depot on behalf of your dwarves to trade with the the merchants. Who exactly comes is dependent on the option you have selected for who is allowed to trade (see below).&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade/Anyone may trade ===&lt;br /&gt;
A [[broker]] is not required but is preferable for getting better deals. To toggle whether anyone can trade or just the broker is done with {{K|b}}. &lt;br /&gt;
{{K|r}}equesting a trader at the trade depot will queue a job on the traders list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible. It is advised to deactivate all labors from the broker during trading (including &amp;quot;all dwarves harvest&amp;quot; in the options menu). However, eating drinking and sleeping are always at a higher priority than trading.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
When merchants have arrived and unloaded their goods, it's time to trade.  Access trading view by selecting building options for the Trade Depot with {{key|q}} and then pressing {{key|t}}.  ({{key|t}}rade will be disabled until a trader from your fortress arrives.)  In the trading view, merchants' goods are displayed on the left and player's on the right. Items from each side are selected for trade with {{key|enter}} and then traded with {{key|t}}.&lt;br /&gt;
&lt;br /&gt;
There are two factors to consider in making a balanced trade: weight and [[item value]]. Caravans have weight limits and the allowed additional weight is shown in the bottom right corner. The merchants must also profit from the deal. The amount of profit depends on the broker skill of the trader. It is strongly advised to use an allocated broker to do the transaction with the merchants. Having one person being a broker means that only he gains experience in [[social skills]] from successful trades, thus being able to negotiate more favorable deals in the future.&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.  Since trading caravans arrive from the direction of their civilization, it is currently preferable to build the depot as close to the middle of the map as possible if the civilizations are in different directions.  This reduces the chance of the caravan traveling across the whole map then turning around because it is time to leave.&lt;br /&gt;
&lt;br /&gt;
Dwarves and humans also send a [[liaison]] with whom the local broker has a meeting. Import and export requests are made, adjusting the prices for the next year. Desired items become more valuable.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves ====&lt;br /&gt;
Dwarves arrive every year in the [[Calendar|fall]], typically bringing [[food]], [[alcohol|booze]], [[leather]] and miscellaneous supplies.  They are the only caravan that can bring [[steel]] in any form, either as equipment, crafts or unworked metal bars. The caravan will have wagons 3 tiles wide that require an adequate path.&lt;br /&gt;
&lt;br /&gt;
Unlike other races, the dwarven civilization will never attack you even if their traders don't make it home.&lt;br /&gt;
&lt;br /&gt;
==== Elves ====&lt;br /&gt;
Elves send small caravans of only muskoxen or mules, no wagons, in [[Calendar|spring]], loaded with [[cloth]], [[rope]], various [[plants]], and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. They are very picky about what they will accept in return.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any dead animal or tree byproducts. Forbidden items include{{ver|0.23.130.23a}}:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the cage or trap is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves.&lt;br /&gt;
&lt;br /&gt;
==== Humans ====&lt;br /&gt;
The first human caravan will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have wagons 3 tiles wide like the dwarven one, but which some players believe to be especially slow or having trouble finding a route, although there is no evidence of this in the current version(38a). &lt;br /&gt;
&lt;br /&gt;
There must be a path at least three tiles wide from the edge of the map where humans enter. You do not need to have an actual road, but you will usually need to {{K|d}}esignate {{K|s}}moothing of some boulders (outside) and {{K|t}}ree-cutting to clear the path. Use {{K|D}} to verify that there is a wagon accessible path to the depot. If there is not a wide enough path then the humans will only send pack mules greatly reducing the amount of stuff you can trade for.&lt;br /&gt;
&lt;br /&gt;
If the caravan must take a very long path to reach the depot, this is reduced from the time to trade. If the time is up while they are still moving, they will turn back and leave. To prevent this make it so that the depot is only accessible from one spot on the map which is close to the depot.&lt;br /&gt;
&lt;br /&gt;
Humans may also send a Representative, and having more skilled trading nobles will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans. The Representative will set up [[Trade agreement]]s with your trading noble, which lets you order the goods you want the next caravan to bring. Humans value weapons, and will usually negotiate to pay more for them in their trade agreements.&lt;br /&gt;
&lt;br /&gt;
=== Trader Mood ===&lt;br /&gt;
If your trader has Novice or better [[Judge of Intent]] skill, there will be a line added below the traders' dialogue describing the traders' attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
Happy merchants seem more likely to take your deals, although the exact mechanics of trader happiness and negotiation are unknown. If the traders reach the lowest level (unwilling to trade) as a result of repeated failed deals, they will immediately pack up and no further trade will be possible. Since traders who are annoyed with you are more likely to reject deals, you should tread cautiously in initial negotiations; the more times you fail to make a deal, the less happy they'll be and the less inclined they'll be to accept further deals. Skilled negotiators seem to be more likely to get traders to accept offers that include little or no profit for them, and less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
=== Seizing Goods ===&lt;br /&gt;
When trading with Elves and Humans, it is possible to {{K|s}}eize goods from the caravan.  This will cause them to respond with the message &amp;quot;Take what you want. I can't stop you.&amp;quot; and they will leave immediately, leaving you with the seized goods. You cannot seize goods from the Dwarven caravan.&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2150</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2150"/>
		<updated>2008-02-25T02:12:45Z</updated>

		<summary type="html">&lt;p&gt;Holyfool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress.  Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] grown on farms are also excellent for [[brewing]] [[alcohol]], and some have other uses.&lt;br /&gt;
&lt;br /&gt;
== Finding farmland ==&lt;br /&gt;
&lt;br /&gt;
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soft, arable soil, which is available in great quantity outside the fortress on most maps (the notable exceptions being mountainous maps).  If arable soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit mud on the bare rock, which can then have farm plots placed upon it.&lt;br /&gt;
&lt;br /&gt;
== Aboveground or underground? ==&lt;br /&gt;
&lt;br /&gt;
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground.  If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted.  Caravans will also sometimes bring additional bags of seeds.&lt;br /&gt;
&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean.  A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it.  Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&lt;br /&gt;
=== Greenhouses ===&lt;br /&gt;
If you want a secure way to farm out door plants indoors build a greenhouse!&amp;lt;br&amp;gt;&lt;br /&gt;
Channel out a square area, you can also use the remains of a dried up pond.&amp;lt;br&amp;gt;&lt;br /&gt;
Now build floors out of Glass blocks, this will allow light to pass through, but not invaders.&amp;lt;br&amp;gt;&lt;br /&gt;
You can now Plant above ground plants like strawberries or Long Land grass in the light, underground.&amp;lt;br&amp;gt;&lt;br /&gt;
CAUTION,&lt;br /&gt;
You must channel out the area first then make the floor, it won't work if you make the block floor and mine underneath.&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{K|b}}uild menu and place farm {{K|p}}lots. Use {{K|u}} and {{K|k}} to increase the size of the plot, and {{K|m}} and {{K|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{K|Enter}} will place it. Your grower(s) will now rush in  and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot will provide enough food to bring you through your first winter, and even smaller fields are sufficient if you stretch out the food by [[brewing]]. If there is rubble in the room, leave a little extra space; otherwise, the farmers tend to stack the boulders under your farm room doors and cause them to get stuck ajar, which if you're not careful can lead to flooding the next time the field is irrigated. You can also avoid putting doors right next to the farm.&lt;br /&gt;
&lt;br /&gt;
Digging out larger farm rooms than you need can be useful in other ways as well: muddied areas can spontaneously produce [[tower-cap]]s (a source of wood), spider webs (a source of [[silk]]), and [[shrub]]s of the same type as your [[crops]].&lt;br /&gt;
&lt;br /&gt;
A 10x20 plot should, with several dedicated farmers, provide enough food to feed a full 200-dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{K|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} from the plot selection screen. You cannot designate crops for seasons already past; you will need to remember to do this in the following spring.  You do not have to plant the same thing each season, and some plants are only available during certain seasons.&lt;br /&gt;
&lt;br /&gt;
On a farm that is built but not planted, each tile will look like a solid (not blinking) double tilde (~).  Once a square has been planted, it will look like a double line.  Once the square has been harvested, it will return to the previous state (double tilde).&lt;br /&gt;
&lt;br /&gt;
In the first year, you should focus your production on berries aboveground, or [[plump helmets]] underground, because they can either be eaten raw or brewed.  [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively.  Dimple cups are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked).&lt;br /&gt;
&lt;br /&gt;
You cannot buy berry seeds upon embarking.  If you choose to plant berry shrubs, designate a dwarf with [[herbalism]] to gather plants outside until you get some suitable plants, then brew them to get the seeds.  Make sure the outside farm plot is designated in the same [[biome]] that the plants were gathered from.&lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing for a season, you can select {{K|z}} &amp;quot;fallow&amp;quot; from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).&lt;br /&gt;
&lt;br /&gt;
== Increasing yield ==&lt;br /&gt;
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work one one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and somehow squeeze it all into a single barrel. &lt;br /&gt;
&lt;br /&gt;
The yield from a single seed depends on:&lt;br /&gt;
*[[grower]] [[skill]] of the farmer who '''planted''' it.&lt;br /&gt;
*whether the plot was fertilized. Fertilization increases yield up to about 1.5 times{{Verify}}. &lt;br /&gt;
*it does not depend on any skill of the harvester&lt;br /&gt;
&lt;br /&gt;
Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants.  Legendary growers will often produce &amp;quot;plant name [5]&amp;quot; stacks from a single seed on a non fertilized field.&lt;br /&gt;
&lt;br /&gt;
To fertilize a field {{K|q}} on it and choose {{K|f}}'''ertilize''' command. The amount of potash needed to fully fertilize a field depends on its size; it is listed on the farm plot.&lt;br /&gt;
Using {{K|q}} to view the farm plot, look for the field that looks like N/M ft.  N is the amount of fertilizer applied so far, while M is the maximum fertlizer that can be applied. {{K|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. Outdoor plots can be fertilized, indoor plots (on clay loam) not.&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{K|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{K|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{K|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
=== Storage === &lt;br /&gt;
&lt;br /&gt;
It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods.  Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile).  In the {{K|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks.  Leaves, sugar, and flour are not edible; to use them up and free the bags they, you must cook.  You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy.  Make sure not to cook your last cropseed!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
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* [[Crops]]&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Skills#Growing|Farmers]]&lt;br /&gt;
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[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Holyfool</name></author>
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