<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pathaugen</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pathaugen"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Pathaugen"/>
	<updated>2026-05-10T09:57:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131470</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131470"/>
		<updated>2010-11-13T03:42:31Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Favorite Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* The closest stone to reloading a stone fall trap is the one '''right under it'''. [[User:Pathaugen|Pathaugen]] 13:47, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
**[[DF2010:Olm_man]]&lt;br /&gt;
**[[DF2010:Security_design]]&lt;br /&gt;
**[[DF2010:Item_value]]&lt;br /&gt;
**[[DF2010:Decoration]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
## Males are expendable, and females always will have kids trailing behind.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
# Channel around the map (second tile in) to control where the traders come in from (leave a 3 square section where you want). Useful once you get sieges, etc.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
* Start creating weapons and armor asap or be destroyed.&lt;br /&gt;
* Train dwarves in danger rooms - 3x3 rooms with 1 training spear per tile set to a lever that is on [r]epeat.&lt;br /&gt;
** Don't use whole squads, specialized squads of 2 so they spar in the training room for maximum speed to legendary.&lt;br /&gt;
** Pull squads that become unhappy.&lt;br /&gt;
** Every male should be trained, females belong in the kitchen! No seriously..&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131469</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131469"/>
		<updated>2010-11-13T03:39:50Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Favorite Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* The closest stone to reloading a stone fall trap is the one '''right under it'''. [[User:Pathaugen|Pathaugen]] 13:47, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
**[[DF2010:Olm_man]]&lt;br /&gt;
**[[DF2010:Security_design]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
## Males are expendable, and females always will have kids trailing behind.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
# Channel around the map (second tile in) to control where the traders come in from (leave a 3 square section where you want). Useful once you get sieges, etc.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
* Start creating weapons and armor asap or be destroyed.&lt;br /&gt;
* Train dwarves in danger rooms - 3x3 rooms with 1 training spear per tile set to a lever that is on [r]epeat.&lt;br /&gt;
** Don't use whole squads, specialized squads of 2 so they spar in the training room for maximum speed to legendary.&lt;br /&gt;
** Pull squads that become unhappy.&lt;br /&gt;
** Every male should be trained, females belong in the kitchen! No seriously..&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131341</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131341"/>
		<updated>2010-11-11T13:47:02Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Wishlist of Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* The closest stone to reloading a stone fall trap is the one '''right under it'''. [[User:Pathaugen|Pathaugen]] 13:47, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
**[[DF2010:Olm_man]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
## Males are expendable, and females always will have kids trailing behind.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
# Channel around the map (second tile in) to control where the traders come in from (leave a 3 square section where you want). Useful once you get sieges, etc.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
* Start creating weapons and armor asap or be destroyed.&lt;br /&gt;
* Train dwarves in danger rooms - 3x3 rooms with 1 training spear per tile set to a lever that is on [r]epeat.&lt;br /&gt;
** Don't use whole squads, specialized squads of 2 so they spar in the training room for maximum speed to legendary.&lt;br /&gt;
** Pull squads that become unhappy.&lt;br /&gt;
** Every male should be trained, females belong in the kitchen! No seriously..&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131340</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131340"/>
		<updated>2010-11-11T13:46:53Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Wishlist of Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* The closest stone to reloading a stone fall trap is the one '''right under it'''.&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
**[[DF2010:Olm_man]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
## Males are expendable, and females always will have kids trailing behind.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
# Channel around the map (second tile in) to control where the traders come in from (leave a 3 square section where you want). Useful once you get sieges, etc.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
* Start creating weapons and armor asap or be destroyed.&lt;br /&gt;
* Train dwarves in danger rooms - 3x3 rooms with 1 training spear per tile set to a lever that is on [r]epeat.&lt;br /&gt;
** Don't use whole squads, specialized squads of 2 so they spar in the training room for maximum speed to legendary.&lt;br /&gt;
** Pull squads that become unhappy.&lt;br /&gt;
** Every male should be trained, females belong in the kitchen! No seriously..&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trade_depot&amp;diff=131248</id>
		<title>v0.31 Talk:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trade_depot&amp;diff=131248"/>
		<updated>2010-11-10T19:32:40Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: Created page with '==Zero Trade Depot Access==  Recently started a new fort, and the entire map is red/inaccessible. What could cause that? ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zero Trade Depot Access==&lt;br /&gt;
&lt;br /&gt;
Recently started a new fort, and the entire map is red/inaccessible. What could cause that? [[User:Pathaugen|Pathaugen]] 19:32, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131241</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131241"/>
		<updated>2010-11-10T16:45:45Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Favorite Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
**[[DF2010:Olm_man]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
## Males are expendable, and females always will have kids trailing behind.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
# Channel around the map (second tile in) to control where the traders come in from (leave a 3 square section where you want). Useful once you get sieges, etc.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
* Start creating weapons and armor asap or be destroyed.&lt;br /&gt;
* Train dwarves in danger rooms - 3x3 rooms with 1 training spear per tile set to a lever that is on [r]epeat.&lt;br /&gt;
** Don't use whole squads, specialized squads of 2 so they spar in the training room for maximum speed to legendary.&lt;br /&gt;
** Pull squads that become unhappy.&lt;br /&gt;
** Every male should be trained, females belong in the kitchen! No seriously..&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131238</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131238"/>
		<updated>2010-11-10T14:49:59Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Most Important */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
## Males are expendable, and females always will have kids trailing behind.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
# Channel around the map (second tile in) to control where the traders come in from (leave a 3 square section where you want). Useful once you get sieges, etc.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
* Start creating weapons and armor asap or be destroyed.&lt;br /&gt;
* Train dwarves in danger rooms - 3x3 rooms with 1 training spear per tile set to a lever that is on [r]epeat.&lt;br /&gt;
** Don't use whole squads, specialized squads of 2 so they spar in the training room for maximum speed to legendary.&lt;br /&gt;
** Pull squads that become unhappy.&lt;br /&gt;
** Every male should be trained, females belong in the kitchen! No seriously..&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131237</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131237"/>
		<updated>2010-11-10T14:41:37Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Other Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
## Males are expendable, and females always will have kids trailing behind.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
# Channel around the map to control where the traders come in from. Useful in sieges.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
* Start creating weapons and armor asap or be destroyed.&lt;br /&gt;
* Train dwarves in danger rooms - 3x3 rooms with 1 training spear per tile set to a lever that is on [r]epeat.&lt;br /&gt;
** Don't use whole squads, specialized squads of 2 so they spar in the training room for maximum speed to legendary.&lt;br /&gt;
** Pull squads that become unhappy.&lt;br /&gt;
** Every male should be trained, females belong in the kitchen! No seriously..&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131236</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131236"/>
		<updated>2010-11-10T14:37:21Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Most Important */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
## Males are expendable, and females always will have kids trailing behind.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
# Channel around the map to control where the traders come in from. Useful in sieges.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131235</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131235"/>
		<updated>2010-11-10T14:37:03Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Most Important */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
** Males are expendable, and females always will have kids trailing behind.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
# Channel around the map to control where the traders come in from. Useful in sieges.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131233</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131233"/>
		<updated>2010-11-10T13:21:45Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Tips for Others */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
===Most Important===&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
# Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.&lt;br /&gt;
&lt;br /&gt;
===Other Tips===&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131232</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131232"/>
		<updated>2010-11-10T13:20:01Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Tips for Others */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
# Only use '''males''' for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131231</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131231"/>
		<updated>2010-11-10T13:07:07Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Pat Haugen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
&lt;br /&gt;
* '''Dwarf cancels Store Item: Item inaccessible''' is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Support&amp;diff=131229</id>
		<title>v0.31 Talk:Support</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Support&amp;diff=131229"/>
		<updated>2010-11-10T11:17:32Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: Created page with '=Suicide Booths= &amp;quot;suicide booths&amp;quot; information may have been pasted from an older version, and many report building destroyers don't target supports even when in a pit with one fo…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Suicide Booths=&lt;br /&gt;
&amp;quot;suicide booths&amp;quot; information may have been pasted from an older version, and many report building destroyers don't target supports even when in a pit with one for months. [[User:Pathaugen|Pathaugen]] 11:17, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131227</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131227"/>
		<updated>2010-11-10T10:47:24Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Tips for Others */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;br /&gt;
* Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131226</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131226"/>
		<updated>2010-11-10T10:21:11Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Favorite Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
* [[Titans]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131225</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131225"/>
		<updated>2010-11-10T10:01:43Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Favorite Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
**[[DF2010:Material_science]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131224</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131224"/>
		<updated>2010-11-10T10:00:18Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Pat Haugen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
* [[2010]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131223</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131223"/>
		<updated>2010-11-10T09:59:07Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Favorite Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
* [[DF2010:Maximizing_framerate]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131222</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131222"/>
		<updated>2010-11-10T09:58:39Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Favorite Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
* [[Utility:Stonesense]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131221</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131221"/>
		<updated>2010-11-10T09:26:56Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Favorite Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
* [[Civilizations]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=131220</id>
		<title>v0.31 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=131220"/>
		<updated>2010-11-10T09:06:29Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Diplomat Dies */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tortisediplomat.PNG|200px|thumb|left|Tortise Diplomat]]&lt;br /&gt;
&lt;br /&gt;
This just happened to me today, not sure what is going on. It arrived, chased some groundhogs, &amp;quot;left unhappy&amp;quot;, destroyed my trade depot, and just started sitting in a hallway. --[[User:Kuroneko|Kuroneko]]&lt;br /&gt;
:Your nearby Human civilization's Diplomat was a &amp;lt;s&amp;gt;forgotten beast&amp;lt;/s&amp;gt;demon. They seem to be a bit buggy. --[[User:Quietust|Quietust]] 15:43, 14 April 2010 (UTC)&lt;br /&gt;
::That sentence is so going into my signature *laugh* --[[User:Birthright|Birthright]] 19:49, 14 April 2010 (UTC)&lt;br /&gt;
:I just got a &amp;quot;midnight blue fiend diplomat&amp;quot; from the Human civ.  We'll see if he's any more competent than Kuroneko's tortoise. --[[User:Krenn|Krenn]] 06:24, 24 April 2010 (UTC)&lt;br /&gt;
:Maybe the civ has been taken by a demon, and appointed henchmen to all the nobles positions. Would be a great feature. --Rikaishi&lt;br /&gt;
&lt;br /&gt;
==Human Diplomat==&lt;br /&gt;
[[Diplomat]] redirects here. A human diplomat (law-giver) sent to meet with my baroness was waylaid by goblin ambushers and the next summer the human civ sent a small siege (one squad) against me.  It seems like the human diplomat exists solely to start a war by dying.  --[[User:Passive Fist|Passive Fist]] 14:55, 29 June 2010 (UTC)&lt;br /&gt;
:Diplomats now have their own article, since they behave distinctly different from liaisons - liaisons arrive with the caravan and make trade agreements, while diplomats arrive on their own and perform diplomatic functions. --[[User:Quietust|Quietust]] 15:39, 30 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Has this really changed? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... Fell Tree jobs ...&amp;quot;. In previous versions, the elven diplomat simply counted the wood in your stockpile. The article states that it counts all Fell Tree jobs. Has this changes, or is it an oversight? --[[User:Dree12|Dree12]] 21:04, 24 August 2010 (UTC)&lt;br /&gt;
:With the introduction of the caverns i imagine it counts above ground felled trees, since i have cut down ~200 or so trees in the caverns and the diplomat never mentioned it. --[[User:MLegion|MLegion]] 18:37, 25 August 2010 (UTC)&lt;br /&gt;
::It definitely counts underground trees - my lumber limit is at 44/132 for this year, and all I've done is clearcut my underground tree farm to yield its precious colorful logs. --[[User:Quietust|Quietust]] 01:40, 29 August 2010 (UTC)&lt;br /&gt;
:Tree cutting agreements have ''always'' been based on the number of Fell Tree jobs, complete with the visible quota in the civ screen. In other words, it '''hasn't''' changed - you just misunderstood how it worked in the past. --[[User:Quietust|Quietust]] 15:36, 30 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are the liaisons still showing up on 31.13? So far the Elven and Human diplomats haven't appeared with their caravans, which worries me, especially because of my agreement with the Elves. No one came by to renew it. Is this a glitch?[[User:Unnoskol|Unnoskol]] 07:07, 30 September 2010 (UTC)&lt;br /&gt;
::Toady fixed the bug that was causing all caravans to come with a &amp;quot;dwarven liaison&amp;quot; (which just happened to behave like a Diplomat for non-Dwarves), and since Elves don't have any positions responsible for diplomacy, it means they ''won't send diplomats at all'' until Toady fixes it further. To clarify, diplomats were '''never supposed to arrive with the caravans''' - they were supposed to arrive shortly before/after the caravan showed up. --[[User:Quietust|Quietust]] 15:04, 30 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diplomat Dies ==&lt;br /&gt;
&lt;br /&gt;
Had a human diplomat die. Came to the wiki and found no information on repercussions. Would be nice to first off.. know the repercussions per race, then add them to the wiki. Anyone know? [[User:Pathaugen|Pathaugen]] 09:06, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131219</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131219"/>
		<updated>2010-11-10T09:01:59Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;br /&gt;
&lt;br /&gt;
==Tips for Others==&lt;br /&gt;
&lt;br /&gt;
* Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.&lt;br /&gt;
* Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,&lt;br /&gt;
* Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Pathaugen&amp;diff=131218</id>
		<title>User talk:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Pathaugen&amp;diff=131218"/>
		<updated>2010-11-10T08:55:43Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Sign your comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sign your comments ==&lt;br /&gt;
When you add comments to a talk page, please do remember to sign your comments, either by clicking on the Signature button (beside the red &amp;quot;nowiki&amp;quot; button), or by typing four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) at the end of your comment.  It makes it easier to tell where someone's comment ends, and someone else's begins. --[[User:DeMatt|DeMatt]] 22:37, 9 November 2010 (UTC)&lt;br /&gt;
: Done and done. [[User:Pathaugen|Pathaugen]] 08:55, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wells&amp;diff=131217</id>
		<title>Wells</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wells&amp;diff=131217"/>
		<updated>2010-11-10T08:54:54Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: Redirected page to DF2010:Well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Well]]&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131216</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131216"/>
		<updated>2010-11-10T08:52:32Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
** Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. [[User:Pathaugen|Pathaugen]] 08:52, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Favorite Articles==&lt;br /&gt;
&lt;br /&gt;
* [[Wells]]&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131215</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131215"/>
		<updated>2010-11-10T08:10:43Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Wishlist of Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells. [[User:Pathaugen|Pathaugen]] 08:10, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131214</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131214"/>
		<updated>2010-11-10T08:10:33Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Wishlist of Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Wells:''' Saltwater shouldn't be purified by wells.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131213</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131213"/>
		<updated>2010-11-10T08:02:45Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Wishlist of Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* '''Placing Objects:''' Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Stripping Naked:''' When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Carrying Children:''' BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131211</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131211"/>
		<updated>2010-11-10T05:41:20Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;br /&gt;
&lt;br /&gt;
==Wishlist of Changes==&lt;br /&gt;
&lt;br /&gt;
* *Placing Objects:* Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* *Stripping Naked:* When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* *Carrying Children:* BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. [[User:Pathaugen|Pathaugen]] 05:41, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131210</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131210"/>
		<updated>2010-11-10T05:25:42Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Pat Haugen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, trying the new version and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=131209</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=131209"/>
		<updated>2010-11-10T05:25:04Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* King Endgame &amp;quot;Bug&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Some Chatter==&lt;br /&gt;
Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: is there a screen that displays the value of roads? --[[User:Loganis|Loganis]] 16:34, 6 August 2009 (UTC)&lt;br /&gt;
:: Answer: Yes there is, you go to (N) and then you have an option for (C) Becoming the Capital. If you don't have that, get a Baron first. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
::::: I'm sitting here waiting for my Adamantine King to arrive. Been several years now since I struck Adamantine. Population cap is set at 100, but for various reasons it hasn't gone over 75 in recent years. I'm beginning to wonder if the Adamantine King will not arrive when you population is below 100. [[User:Doctorzuber|Doctorzuber]] 03:20, 24 March 2010 (UTC)&lt;br /&gt;
:::::: Oh there he is, finally. Population 76, one Adamantine King. [[User:Doctorzuber|Doctorzuber]] 03:35, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
::Apparently the [[Advisor]] is actually the previous liaison?&lt;br /&gt;
::--[[User:JohnEvans|JohnEvans]] 02:57, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
This also happened to me. Queen was marked as Friendly and sidestepped her entrance point to let her guards through. Her advisor also arrived and was marked as &amp;quot;Visitor&amp;quot;. I reloaded to see if it would happen again or if it was just her location. She arrived on the same day in a different location with no change, after everyone else went inside (even her 'visitor' advisor) she remained there even after her imigrant status faded (at which point she went and maced a hoary marmot in the face and returned to her position. She also doesn't appear on the nobles screen or as someone that I can assign rooms to, which is too bad because I built my entire fortress around her throne room, including an artifact throne with an engraving of her on it... --[[User:Dapanman|Dapanman]] 20:10, 12 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:this happened to me as well.  I thought the friendly setting was a result of him being an elf (see my entry below).  But other than that everything you describe above is almost exactly like what I had happen.  Maybe this friendly setting is a bug?  Anyone else have this happen?--[[User:Jpwrunyan|Jpwrunyan]] 03:36, 13 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::An update on my Queen: since she wouldn't move from her spot at the edge of the map I decided to channel under her, dropping her a level then covering the hole with a floor. I dug over to her spot from underground and she wandered slightly, remaining in her tunnel (her advisor with the &amp;quot;visitor&amp;quot; status in the 'u'nit screen had already left to my meeting hall). Eventually in the spring a year after she arrived an elven diplomat came and she ran off to the dining hall to meet with him (the human diplomat met witht he mayor and the dwarves didn't send one because I had gotten the Queen. So my next plan was to try to find some adamantine to see if that might fix her, but that failed (after countless tunnels into my mountain I gave in and used reveal.exe to learn there was no adamatine) so that is inconclusive. After I abandoned that fortress our of boredom I returned in adventure mode to find good old Kulet Yearlabor and her wraslean' advisor Servesh fighting off some critters that had spawned there. I must say this was the first time visiting an old fortress after recieving the King/Queen so I don't know if that is normal or specific to my case due to her 'Friendly' status. If I had to guess why it happened to my queen I would say she probably came from a neighboring civilization (whether that be another dwarven civ or elf/hummie/goblin civ I don't know) and rose up the ranks in mine much like your elf king did in your civ.&lt;br /&gt;
&lt;br /&gt;
== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
&lt;br /&gt;
This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Still trading with previous mountainhome==&lt;br /&gt;
&lt;br /&gt;
I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
&lt;br /&gt;
What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
:::I can confirm that not only roads count: my current fortress has road value 5274 dwarfbucks, but I haven't built any roads, only bridges. --[[User:TommyAtkins|TommyAtkins]] 02:07, 13 September 2009 (UTC)&lt;br /&gt;
::::A quick test confirms that bridges '''do''' count toward road value, though they may need to be above ground and/or be accessible to one's trade depot - I just tried deconstructing one of the 5 segments of the bridge across my magma pipe (which are all covered by constructed floors), and my road value decreased the instant deconstruction began (once it went from solid to &amp;quot;O O O O O O&amp;quot;). --[[User:Quietust|Quietust]] 19:15, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== elf king?! ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids--[[User:CrazyMcfobo|CrazyMcfobo]] 07:37, 6 August 2009 (UTC)&lt;br /&gt;
::Well, the article does state that you can have kings from another race. And chances are that this &amp;quot;Elf king&amp;quot; is an elf that rose to the rank of king of the Dwarves. Of course, only a sissy dwarf would ever recognize that king as the real king. Now go and kill him so you get a better king instead! [[User:Shardok|Shardok]] 19:49, 6 August 2009 (UTC)&lt;br /&gt;
:::I'm the one who edited the article to include information about non-dwarven kings... but I added the above comment just so people looking at the log would know what prompted me to add the information.  And no, I did not edit the raws in any way.  I am a total vanilla purist at the moment.  I've suspended the game until I get around to taking screen shots or... doing SOMETHING with it.  And as far as titles, the titles for a noble are dependent on the civilization and not the race.  I think the reason all my other nobles were dwarves and not elves is because I believe they get spawned on demand (as opposed to getting created during world generation) and when they get spawned, they are created according the default race of their civilization.  I could be totally wrong, but I doubt it.  If dwarven immigrants (including nobles) weren't created from thin air, then it should be possible for a player to do something crazy like deplete a civilization 7 dwarves at a time by embarking in the artic and getting killed by polar bears.  Eventually, that civ wouldn't have 7 dwarves left to start a new outpost.  Crazy.  But probably not the case.  Anyway, to get back on track, the King would be an exception since we know about him (and some other NPC's) from world generation and from the civilization screen.--[[User:Jpwrunyan|Jpwrunyan]] 10:44, 8 August 2009 (UTC)&lt;br /&gt;
:Just use tile edit to drop 1/7 lava on him, and then when he's gone remove it. Get a dwarf king that works in the next wave. [[User:Rkyeun|Rkyeun]] 15:32, 12 August 2009 (UTC)&lt;br /&gt;
::For future reference, this would '''not''' work, since kings will never be replaced. --[[User:Quietust|Quietust]] 19:17, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
&lt;br /&gt;
In my announcements page, I saw &amp;quot;Melbil Ozkakkeskal, King has a new demand.&amp;quot;. Upon checking the Nobles page, he showed up with [DEMAND] in brown and, when viewing his info, the line &amp;quot;Demands: cabinet in Dining Room&amp;quot; was present. So yes, they '''do''' make demands. My queen consort also demanded a cabinet in her tomb a while ago, but she recently forgot it. --[[User:Quietust|Quietust]] 18:11, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Old Versions ==&lt;br /&gt;
&lt;br /&gt;
It's known that, in the old 2D version, the King would order miners to dig toward Adamantine and force them to dig out more of it until it brought about the &amp;quot;lost contact&amp;quot; endgame. What I haven't seen discussed, however, is what would happen if you were to '''kill''' the King in those old versions - did it simply increase your freedom to do whatever you wanted, or did it outright end the game or cause some other disastrous consequences? --[[User:Quietust|Quietust]] 18:16, 2 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== King Endgame &amp;quot;Bug&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Those wanting a challenge can find one in this game, but with arrival of the king there are no more trades, and your challenging location is now crippled. It's the end &amp;quot;reward&amp;quot; to end all challenging games. I'm starting this as a &amp;quot;bug&amp;quot; because it ends the game.. showstopper.. fun right? However perhaps it's a &amp;quot;bug&amp;quot; because every other outpost would now be trading with.. you? Also you'd get all the offerings from other outposts. So constant traders (perhaps multiple trade depots finally needed) and offerings to you.. the king. Just a thought. [[User:Pathaugen|Pathaugen]] 05:25, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=131208</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=131208"/>
		<updated>2010-11-10T05:22:42Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Magma Forge vs. Normal Forge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
&lt;br /&gt;
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
&lt;br /&gt;
:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
&lt;br /&gt;
::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
&lt;br /&gt;
- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
&lt;br /&gt;
I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
&lt;br /&gt;
:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
&lt;br /&gt;
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
&lt;br /&gt;
== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
&lt;br /&gt;
== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
&lt;br /&gt;
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another possible bug ==&lt;br /&gt;
&lt;br /&gt;
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And another bug... ==&lt;br /&gt;
&lt;br /&gt;
I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
&lt;br /&gt;
Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fell mood murder ==&lt;br /&gt;
&lt;br /&gt;
I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skills affected by artifact creation ==&lt;br /&gt;
&lt;br /&gt;
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shells == &lt;br /&gt;
&lt;br /&gt;
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials in hospitals ==&lt;br /&gt;
&lt;br /&gt;
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal working dwarves and magma workshops... ==&lt;br /&gt;
&lt;br /&gt;
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood and Experience ==&lt;br /&gt;
&lt;br /&gt;
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining exp? ==&lt;br /&gt;
&lt;br /&gt;
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
&lt;br /&gt;
== Population of 20+==&lt;br /&gt;
&lt;br /&gt;
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&lt;br /&gt;
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange problem with moods ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Woodcrafter mood? ==&lt;br /&gt;
&lt;br /&gt;
I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Forge vs. Normal Forge ==&lt;br /&gt;
&lt;br /&gt;
I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Highest experience skill not chosen ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131207</id>
		<title>User:Pathaugen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pathaugen&amp;diff=131207"/>
		<updated>2010-11-10T05:17:52Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: Created page with '=Pat Haugen=  Player for years, new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pat Haugen=&lt;br /&gt;
&lt;br /&gt;
Player for years, new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=131206</id>
		<title>v0.31 Talk:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=131206"/>
		<updated>2010-11-10T05:15:41Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Define only rooms, or need to define pathing/stairs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Cleanup==&lt;br /&gt;
Pathfinding. What is it doing here? I cleaned up the last bit about 'digging extends burrows.' It doesn't, but I get what the original writer was trying to convey: burrow residents can only mine inside their burrow, burrows can extend past currently dug-out areas and into solid rock, which can then be mined by residents, up to the limits of that burrow. Also, I'm creating a section for &amp;quot;uses for burrows.&amp;quot; Of course, there is the civilian alert, we should explain that here. Then there is the current single piece of advice: restricting craftsdwarfs to certain workshops/stockpiles. But there are many more uses for burrows than that. Getting your trader to the depot. Workaround for the nobles bug. Setting up little hidey holes for outdoor workers and getting them into one when the gobbos attack. Urist McSwitchPuller. Any other things? [[User:GhostDwemer|GhostDwemer]] 23:25, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
How do I restrict civilian dwarves to a specific burrow? --[[User:Markavian|Markavian]] 23:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --[[User:Markavian|Markavian]] 09:00, 5 April 2010 (UTC)&lt;br /&gt;
* Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
::How do I set civilians to an alert state?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:05, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki&lt;br /&gt;
* Answer: No. He will head outside the burrow to look for food or drink. [[Special:Contributions/216.110.94.227|216.110.94.227]] 17:50, 16 April 2010 (UTC)&lt;br /&gt;
*Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I revert to the old military system?&lt;br /&gt;
&lt;br /&gt;
*Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will a dwarf remain injured, or will he path to a hospital if injured regardless of burrow location? [[Special:Contributions/97.103.188.15|97.103.188.15]] 01:11, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I restrict only animals to a certain burrow? [[User:Richards|Richards]] 04:38, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: Animals ignore burrow's, you can't restrict them.  They do like meeting areas, cages, and chains though.  Or just i -&amp;gt; Pit them into holding room with no exits. --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will dwarves cross non burrow territory if two parts of the same burrow aren't connected?  &lt;br /&gt;
If I make a travel burrow containing all the halls/main stair ways, a mason's burrow, and a stone stockpile burrow.  Then assign the masons to all three.  Will the dwarves take from one burrow, travel through another, and work in the third? (I need a dwarftherapist for burrows...) --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Digging into walls does not expand the burrow into it as expected.  It only does this if you already selected the non-dug out space to be part of the burrow.  So it's like an invisible part of the burrow.  So, for example, if you selected the entire z-level as a burrow, then everything you dig out would become part of that burrow also.  But if you use the mouse to only select a single room to be part of a burrow, digging one or two spaces might be added to the burrow but any further will not.--[[User:Lemunde|Lemunde]] 14:13, August 21 2010 (EST)&lt;br /&gt;
: I find that they stop acting as if there is invisible burrow after a bit.  Is this common or am I somehow deselecting?&lt;br /&gt;
&lt;br /&gt;
=Pathfinding=&lt;br /&gt;
with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
:Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. [[User:Vattic|Vattic]] 22:45, 7 April 2010 (UTC)&lt;br /&gt;
::The pathing problems were fixed in 0.31.03 [[User:Immibis|Immibis]] 07:52, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the pathfinding section belong in the Burrow page, or should it have its own? --[[User:HammerDave|HammerDave]] 16:39, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves path out of burrow ==&lt;br /&gt;
&lt;br /&gt;
I've noticed quite a few times during the last siege a potential pitfall in using the burrow system. I all my civilians assigned to a large burrow covering most of my fortress.  I had dwarves take hauling jobs for items in another part of the fortress, but in the course of going there, they took a path that led them outside their assigned burrow.  I made a mistake in that I didn't realize that the only path they had available was through a dangerous area, its possible they would have not gone outside if another but possibly longer path had been available. -[[Special:Contributions/99.68.98.63|99.68.98.63]] 18:26, 11 September 2010 (UTC)&lt;br /&gt;
:Yes, if the longer, safe path was part of the burrow and the shorter one wasn't. [[User:Speed112|Speed112]] 22:00, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I just wanted to see if anyone else has seen this... I was recently trying out the burrow system. After I assigned civilians to my burrow, they started tripping all the weapon traps I had set. Also, for some reason, they all ended up outside. Has anyone else had this problem?&lt;br /&gt;
Edit: Upon further inspection, a fair number of dwarves managed to get out of my completely sealed fort. I went to great lengths to make certain that there was no way in or out unless I activated a series of bridges. all of these were still in their raised/uncrossable positions.&lt;br /&gt;
&lt;br /&gt;
== Define only rooms, or need to define pathing/stairs? ==&lt;br /&gt;
&lt;br /&gt;
The big question in that article that isn't covered is the most basic.. when you're defining/using burrows, do you need to define the pathing between the blocks you select, or will the AI pathfind between them? Second point, if you DO define a route (to prevent dangerous pathfinding) will they use the route or pathfind outside of it if there is a 'shorter route'? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: No.  Dwarves can and will pathfind between unconnected, or connected, segments of burrow.  They won't keep their path within a burrow even if it is the shortest path, unless it happens to be the path they'd pick anyways.&lt;br /&gt;
: That said, I define &amp;quot;stairs and accessways&amp;quot; as a separate burrow anyways, so my dwarves can perform jobs within them while my fortress is buttoned up (I only use burrows for the &amp;quot;restrict to fort&amp;quot; capability).  Also note that [[DF2010:Note#Patrol Routes|routes]] are something different - they're for your military - just in case you meant actual &amp;quot;routes-following-Notes&amp;quot; routes and not just the word. --[[User:DeMatt|DeMatt]] 21:33, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So bottom line.. can't trust burrows to deliver ammo/food/drinks to remote stocks because they may path into danger? Seems strange.. [[User:Pathaugen|Pathaugen]] 05:15, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=131205</id>
		<title>v0.31 Talk:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=131205"/>
		<updated>2010-11-10T05:15:30Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Define only rooms, or need to define pathing/stairs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Cleanup==&lt;br /&gt;
Pathfinding. What is it doing here? I cleaned up the last bit about 'digging extends burrows.' It doesn't, but I get what the original writer was trying to convey: burrow residents can only mine inside their burrow, burrows can extend past currently dug-out areas and into solid rock, which can then be mined by residents, up to the limits of that burrow. Also, I'm creating a section for &amp;quot;uses for burrows.&amp;quot; Of course, there is the civilian alert, we should explain that here. Then there is the current single piece of advice: restricting craftsdwarfs to certain workshops/stockpiles. But there are many more uses for burrows than that. Getting your trader to the depot. Workaround for the nobles bug. Setting up little hidey holes for outdoor workers and getting them into one when the gobbos attack. Urist McSwitchPuller. Any other things? [[User:GhostDwemer|GhostDwemer]] 23:25, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
How do I restrict civilian dwarves to a specific burrow? --[[User:Markavian|Markavian]] 23:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --[[User:Markavian|Markavian]] 09:00, 5 April 2010 (UTC)&lt;br /&gt;
* Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
::How do I set civilians to an alert state?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:05, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki&lt;br /&gt;
* Answer: No. He will head outside the burrow to look for food or drink. [[Special:Contributions/216.110.94.227|216.110.94.227]] 17:50, 16 April 2010 (UTC)&lt;br /&gt;
*Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I revert to the old military system?&lt;br /&gt;
&lt;br /&gt;
*Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will a dwarf remain injured, or will he path to a hospital if injured regardless of burrow location? [[Special:Contributions/97.103.188.15|97.103.188.15]] 01:11, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I restrict only animals to a certain burrow? [[User:Richards|Richards]] 04:38, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: Animals ignore burrow's, you can't restrict them.  They do like meeting areas, cages, and chains though.  Or just i -&amp;gt; Pit them into holding room with no exits. --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will dwarves cross non burrow territory if two parts of the same burrow aren't connected?  &lt;br /&gt;
If I make a travel burrow containing all the halls/main stair ways, a mason's burrow, and a stone stockpile burrow.  Then assign the masons to all three.  Will the dwarves take from one burrow, travel through another, and work in the third? (I need a dwarftherapist for burrows...) --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Digging into walls does not expand the burrow into it as expected.  It only does this if you already selected the non-dug out space to be part of the burrow.  So it's like an invisible part of the burrow.  So, for example, if you selected the entire z-level as a burrow, then everything you dig out would become part of that burrow also.  But if you use the mouse to only select a single room to be part of a burrow, digging one or two spaces might be added to the burrow but any further will not.--[[User:Lemunde|Lemunde]] 14:13, August 21 2010 (EST)&lt;br /&gt;
: I find that they stop acting as if there is invisible burrow after a bit.  Is this common or am I somehow deselecting?&lt;br /&gt;
&lt;br /&gt;
=Pathfinding=&lt;br /&gt;
with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
:Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. [[User:Vattic|Vattic]] 22:45, 7 April 2010 (UTC)&lt;br /&gt;
::The pathing problems were fixed in 0.31.03 [[User:Immibis|Immibis]] 07:52, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the pathfinding section belong in the Burrow page, or should it have its own? --[[User:HammerDave|HammerDave]] 16:39, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves path out of burrow ==&lt;br /&gt;
&lt;br /&gt;
I've noticed quite a few times during the last siege a potential pitfall in using the burrow system. I all my civilians assigned to a large burrow covering most of my fortress.  I had dwarves take hauling jobs for items in another part of the fortress, but in the course of going there, they took a path that led them outside their assigned burrow.  I made a mistake in that I didn't realize that the only path they had available was through a dangerous area, its possible they would have not gone outside if another but possibly longer path had been available. -[[Special:Contributions/99.68.98.63|99.68.98.63]] 18:26, 11 September 2010 (UTC)&lt;br /&gt;
:Yes, if the longer, safe path was part of the burrow and the shorter one wasn't. [[User:Speed112|Speed112]] 22:00, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I just wanted to see if anyone else has seen this... I was recently trying out the burrow system. After I assigned civilians to my burrow, they started tripping all the weapon traps I had set. Also, for some reason, they all ended up outside. Has anyone else had this problem?&lt;br /&gt;
Edit: Upon further inspection, a fair number of dwarves managed to get out of my completely sealed fort. I went to great lengths to make certain that there was no way in or out unless I activated a series of bridges. all of these were still in their raised/uncrossable positions.&lt;br /&gt;
&lt;br /&gt;
== Define only rooms, or need to define pathing/stairs? ==&lt;br /&gt;
&lt;br /&gt;
The big question in that article that isn't covered is the most basic.. when you're defining/using burrows, do you need to define the pathing between the blocks you select, or will the AI pathfind between them? Second point, if you DO define a route (to prevent dangerous pathfinding) will they use the route or pathfind outside of it if there is a 'shorter route'? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: No.  Dwarves can and will pathfind between unconnected, or connected, segments of burrow.  They won't keep their path within a burrow even if it is the shortest path, unless it happens to be the path they'd pick anyways.&lt;br /&gt;
: That said, I define &amp;quot;stairs and accessways&amp;quot; as a separate burrow anyways, so my dwarves can perform jobs within them while my fortress is buttoned up (I only use burrows for the &amp;quot;restrict to fort&amp;quot; capability).  Also note that [[DF2010:Note#Patrol Routes|routes]] are something different - they're for your military - just in case you meant actual &amp;quot;routes-following-Notes&amp;quot; routes and not just the word. --[[User:DeMatt|DeMatt]] 21:33, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So bottom line.. can't trust burrows to deliver ammo/food/drinks to remote stocks because they may path into danger? Seems strange..&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=131163</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=131163"/>
		<updated>2010-11-09T19:43:02Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* King Endgame &amp;quot;Bug&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Some Chatter==&lt;br /&gt;
Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
 :: is there a screen that displays the value of roads? --[[User:Loganis|Loganis]] 16:34, 6 August 2009 (UTC)&lt;br /&gt;
 :: Answer: Yes there is, you go to (N) and then you have an option for (C) Becoming the Capital. If you don't have that, get a Baron first.~~&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
::::: I'm sitting here waiting for my Adamantine King to arrive. Been several years now since I struck Adamantine. Population cap is set at 100, but for various reasons it hasn't gone over 75 in recent years. I'm beginning to wonder if the Adamantine King will not arrive when you population is below 100. [[User:Doctorzuber|Doctorzuber]] 03:20, 24 March 2010 (UTC)&lt;br /&gt;
:::::: Oh there he is, finally. Population 76, one Adamantine King. [[User:Doctorzuber|Doctorzuber]] 03:35, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
::Apparently the [[Advisor]] is actually the previous liaison?&lt;br /&gt;
::--[[User:JohnEvans|JohnEvans]] 02:57, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
This also happened to me. Queen was marked as Friendly and sidestepped her entrance point to let her guards through. Her advisor also arrived and was marked as &amp;quot;Visitor&amp;quot;. I reloaded to see if it would happen again or if it was just her location. She arrived on the same day in a different location with no change, after everyone else went inside (even her 'visitor' advisor) she remained there even after her imigrant status faded (at which point she went and maced a hoary marmot in the face and returned to her position. She also doesn't appear on the nobles screen or as someone that I can assign rooms to, which is too bad because I built my entire fortress around her throne room, including an artifact throne with an engraving of her on it... --[[User:Dapanman|Dapanman]] 20:10, 12 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:this happened to me as well.  I thought the friendly setting was a result of him being an elf (see my entry below).  But other than that everything you describe above is almost exactly like what I had happen.  Maybe this friendly setting is a bug?  Anyone else have this happen?--[[User:Jpwrunyan|Jpwrunyan]] 03:36, 13 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::An update on my Queen: since she wouldn't move from her spot at the edge of the map I decided to channel under her, dropping her a level then covering the hole with a floor. I dug over to her spot from underground and she wandered slightly, remaining in her tunnel (her advisor with the &amp;quot;visitor&amp;quot; status in the 'u'nit screen had already left to my meeting hall). Eventually in the spring a year after she arrived an elven diplomat came and she ran off to the dining hall to meet with him (the human diplomat met witht he mayor and the dwarves didn't send one because I had gotten the Queen. So my next plan was to try to find some adamantine to see if that might fix her, but that failed (after countless tunnels into my mountain I gave in and used reveal.exe to learn there was no adamatine) so that is inconclusive. After I abandoned that fortress our of boredom I returned in adventure mode to find good old Kulet Yearlabor and her wraslean' advisor Servesh fighting off some critters that had spawned there. I must say this was the first time visiting an old fortress after recieving the King/Queen so I don't know if that is normal or specific to my case due to her 'Friendly' status. If I had to guess why it happened to my queen I would say she probably came from a neighboring civilization (whether that be another dwarven civ or elf/hummie/goblin civ I don't know) and rose up the ranks in mine much like your elf king did in your civ.&lt;br /&gt;
&lt;br /&gt;
== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
&lt;br /&gt;
This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Still trading with previous mountainhome==&lt;br /&gt;
&lt;br /&gt;
I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
&lt;br /&gt;
What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
:::I can confirm that not only roads count: my current fortress has road value 5274 dwarfbucks, but I haven't built any roads, only bridges. --[[User:TommyAtkins|TommyAtkins]] 02:07, 13 September 2009 (UTC)&lt;br /&gt;
::::A quick test confirms that bridges '''do''' count toward road value, though they may need to be above ground and/or be accessible to one's trade depot - I just tried deconstructing one of the 5 segments of the bridge across my magma pipe (which are all covered by constructed floors), and my road value decreased the instant deconstruction began (once it went from solid to &amp;quot;O O O O O O&amp;quot;). --[[User:Quietust|Quietust]] 19:15, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== elf king?! ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids--[[User:CrazyMcfobo|CrazyMcfobo]] 07:37, 6 August 2009 (UTC)&lt;br /&gt;
::Well, the article does state that you can have kings from another race. And chances are that this &amp;quot;Elf king&amp;quot; is an elf that rose to the rank of king of the Dwarves. Of course, only a sissy dwarf would ever recognize that king as the real king. Now go and kill him so you get a better king instead! [[User:Shardok|Shardok]] 19:49, 6 August 2009 (UTC)&lt;br /&gt;
:::I'm the one who edited the article to include information about non-dwarven kings... but I added the above comment just so people looking at the log would know what prompted me to add the information.  And no, I did not edit the raws in any way.  I am a total vanilla purist at the moment.  I've suspended the game until I get around to taking screen shots or... doing SOMETHING with it.  And as far as titles, the titles for a noble are dependent on the civilization and not the race.  I think the reason all my other nobles were dwarves and not elves is because I believe they get spawned on demand (as opposed to getting created during world generation) and when they get spawned, they are created according the default race of their civilization.  I could be totally wrong, but I doubt it.  If dwarven immigrants (including nobles) weren't created from thin air, then it should be possible for a player to do something crazy like deplete a civilization 7 dwarves at a time by embarking in the artic and getting killed by polar bears.  Eventually, that civ wouldn't have 7 dwarves left to start a new outpost.  Crazy.  But probably not the case.  Anyway, to get back on track, the King would be an exception since we know about him (and some other NPC's) from world generation and from the civilization screen.--[[User:Jpwrunyan|Jpwrunyan]] 10:44, 8 August 2009 (UTC)&lt;br /&gt;
:Just use tile edit to drop 1/7 lava on him, and then when he's gone remove it. Get a dwarf king that works in the next wave. [[User:Rkyeun|Rkyeun]] 15:32, 12 August 2009 (UTC)&lt;br /&gt;
::For future reference, this would '''not''' work, since kings will never be replaced. --[[User:Quietust|Quietust]] 19:17, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
&lt;br /&gt;
In my announcements page, I saw &amp;quot;Melbil Ozkakkeskal, King has a new demand.&amp;quot;. Upon checking the Nobles page, he showed up with [DEMAND] in brown and, when viewing his info, the line &amp;quot;Demands: cabinet in Dining Room&amp;quot; was present. So yes, they '''do''' make demands. My queen consort also demanded a cabinet in her tomb a while ago, but she recently forgot it. --[[User:Quietust|Quietust]] 18:11, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Old Versions ==&lt;br /&gt;
&lt;br /&gt;
It's known that, in the old 2D version, the King would order miners to dig toward Adamantine and force them to dig out more of it until it brought about the &amp;quot;lost contact&amp;quot; endgame. What I haven't seen discussed, however, is what would happen if you were to '''kill''' the King in those old versions - did it simply increase your freedom to do whatever you wanted, or did it outright end the game or cause some other disastrous consequences? --[[User:Quietust|Quietust]] 18:16, 2 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== King Endgame &amp;quot;Bug&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Those wanting a challenge can find one in this game, but with arrival of the king there are no more trades, and your challenging location is now crippled. It's the end &amp;quot;reward&amp;quot; to end all challenging games. I'm starting this as a &amp;quot;bug&amp;quot; because it ends the game.. showstopper.. fun right? However perhaps it's a &amp;quot;bug&amp;quot; because every other outpost would now be trading with.. you? Also you'd get all the offerings from other outposts. So constant traders (perhaps multiple trade depots finally needed) and offerings to you.. the king. Just a thought.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=131162</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=131162"/>
		<updated>2010-11-09T19:38:04Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Some Chatter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Some Chatter==&lt;br /&gt;
Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
 :: is there a screen that displays the value of roads? --[[User:Loganis|Loganis]] 16:34, 6 August 2009 (UTC)&lt;br /&gt;
 :: Answer: Yes there is, you go to (N) and then you have an option for (C) Becoming the Capital. If you don't have that, get a Baron first.~~&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
::::: I'm sitting here waiting for my Adamantine King to arrive. Been several years now since I struck Adamantine. Population cap is set at 100, but for various reasons it hasn't gone over 75 in recent years. I'm beginning to wonder if the Adamantine King will not arrive when you population is below 100. [[User:Doctorzuber|Doctorzuber]] 03:20, 24 March 2010 (UTC)&lt;br /&gt;
:::::: Oh there he is, finally. Population 76, one Adamantine King. [[User:Doctorzuber|Doctorzuber]] 03:35, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
::Apparently the [[Advisor]] is actually the previous liaison?&lt;br /&gt;
::--[[User:JohnEvans|JohnEvans]] 02:57, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
This also happened to me. Queen was marked as Friendly and sidestepped her entrance point to let her guards through. Her advisor also arrived and was marked as &amp;quot;Visitor&amp;quot;. I reloaded to see if it would happen again or if it was just her location. She arrived on the same day in a different location with no change, after everyone else went inside (even her 'visitor' advisor) she remained there even after her imigrant status faded (at which point she went and maced a hoary marmot in the face and returned to her position. She also doesn't appear on the nobles screen or as someone that I can assign rooms to, which is too bad because I built my entire fortress around her throne room, including an artifact throne with an engraving of her on it... --[[User:Dapanman|Dapanman]] 20:10, 12 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:this happened to me as well.  I thought the friendly setting was a result of him being an elf (see my entry below).  But other than that everything you describe above is almost exactly like what I had happen.  Maybe this friendly setting is a bug?  Anyone else have this happen?--[[User:Jpwrunyan|Jpwrunyan]] 03:36, 13 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::An update on my Queen: since she wouldn't move from her spot at the edge of the map I decided to channel under her, dropping her a level then covering the hole with a floor. I dug over to her spot from underground and she wandered slightly, remaining in her tunnel (her advisor with the &amp;quot;visitor&amp;quot; status in the 'u'nit screen had already left to my meeting hall). Eventually in the spring a year after she arrived an elven diplomat came and she ran off to the dining hall to meet with him (the human diplomat met witht he mayor and the dwarves didn't send one because I had gotten the Queen. So my next plan was to try to find some adamantine to see if that might fix her, but that failed (after countless tunnels into my mountain I gave in and used reveal.exe to learn there was no adamatine) so that is inconclusive. After I abandoned that fortress our of boredom I returned in adventure mode to find good old Kulet Yearlabor and her wraslean' advisor Servesh fighting off some critters that had spawned there. I must say this was the first time visiting an old fortress after recieving the King/Queen so I don't know if that is normal or specific to my case due to her 'Friendly' status. If I had to guess why it happened to my queen I would say she probably came from a neighboring civilization (whether that be another dwarven civ or elf/hummie/goblin civ I don't know) and rose up the ranks in mine much like your elf king did in your civ.&lt;br /&gt;
&lt;br /&gt;
== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
&lt;br /&gt;
This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Still trading with previous mountainhome==&lt;br /&gt;
&lt;br /&gt;
I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
&lt;br /&gt;
What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
:::I can confirm that not only roads count: my current fortress has road value 5274 dwarfbucks, but I haven't built any roads, only bridges. --[[User:TommyAtkins|TommyAtkins]] 02:07, 13 September 2009 (UTC)&lt;br /&gt;
::::A quick test confirms that bridges '''do''' count toward road value, though they may need to be above ground and/or be accessible to one's trade depot - I just tried deconstructing one of the 5 segments of the bridge across my magma pipe (which are all covered by constructed floors), and my road value decreased the instant deconstruction began (once it went from solid to &amp;quot;O O O O O O&amp;quot;). --[[User:Quietust|Quietust]] 19:15, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== elf king?! ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids--[[User:CrazyMcfobo|CrazyMcfobo]] 07:37, 6 August 2009 (UTC)&lt;br /&gt;
::Well, the article does state that you can have kings from another race. And chances are that this &amp;quot;Elf king&amp;quot; is an elf that rose to the rank of king of the Dwarves. Of course, only a sissy dwarf would ever recognize that king as the real king. Now go and kill him so you get a better king instead! [[User:Shardok|Shardok]] 19:49, 6 August 2009 (UTC)&lt;br /&gt;
:::I'm the one who edited the article to include information about non-dwarven kings... but I added the above comment just so people looking at the log would know what prompted me to add the information.  And no, I did not edit the raws in any way.  I am a total vanilla purist at the moment.  I've suspended the game until I get around to taking screen shots or... doing SOMETHING with it.  And as far as titles, the titles for a noble are dependent on the civilization and not the race.  I think the reason all my other nobles were dwarves and not elves is because I believe they get spawned on demand (as opposed to getting created during world generation) and when they get spawned, they are created according the default race of their civilization.  I could be totally wrong, but I doubt it.  If dwarven immigrants (including nobles) weren't created from thin air, then it should be possible for a player to do something crazy like deplete a civilization 7 dwarves at a time by embarking in the artic and getting killed by polar bears.  Eventually, that civ wouldn't have 7 dwarves left to start a new outpost.  Crazy.  But probably not the case.  Anyway, to get back on track, the King would be an exception since we know about him (and some other NPC's) from world generation and from the civilization screen.--[[User:Jpwrunyan|Jpwrunyan]] 10:44, 8 August 2009 (UTC)&lt;br /&gt;
:Just use tile edit to drop 1/7 lava on him, and then when he's gone remove it. Get a dwarf king that works in the next wave. [[User:Rkyeun|Rkyeun]] 15:32, 12 August 2009 (UTC)&lt;br /&gt;
::For future reference, this would '''not''' work, since kings will never be replaced. --[[User:Quietust|Quietust]] 19:17, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
&lt;br /&gt;
In my announcements page, I saw &amp;quot;Melbil Ozkakkeskal, King has a new demand.&amp;quot;. Upon checking the Nobles page, he showed up with [DEMAND] in brown and, when viewing his info, the line &amp;quot;Demands: cabinet in Dining Room&amp;quot; was present. So yes, they '''do''' make demands. My queen consort also demanded a cabinet in her tomb a while ago, but she recently forgot it. --[[User:Quietust|Quietust]] 18:11, 22 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Old Versions ==&lt;br /&gt;
&lt;br /&gt;
It's known that, in the old 2D version, the King would order miners to dig toward Adamantine and force them to dig out more of it until it brought about the &amp;quot;lost contact&amp;quot; endgame. What I haven't seen discussed, however, is what would happen if you were to '''kill''' the King in those old versions - did it simply increase your freedom to do whatever you wanted, or did it outright end the game or cause some other disastrous consequences? --[[User:Quietust|Quietust]] 18:16, 2 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=131147</id>
		<title>v0.31:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=131147"/>
		<updated>2010-11-09T12:34:18Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Train a War Dog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Small animal dissection}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train Hunting{{L|dog}}s&lt;br /&gt;
* Train War{{L|dog}}s&lt;br /&gt;
* Capture {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|cage}}d wild {{L|creature}}s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 {{L|workshop}} for an {{L|animal trainer}}. To build a kennel you need one building material ({{L|wood}}, {{L|stone}}, {{L|metal}} {{L|bar}}) and a dwarf who has the {{L|animal training}}, {{L|Animal dissector|small animal dissection}} and/or {{L|trapping}} {{L|skills}} enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''{{L|labor}}''' associated with the {{L|skill}} &amp;quot;{{L|small animal dissection}}&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a {{L|butcher's shop}}.  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Training animals and taming vermin will automatically select an appropriate creature, while taming a caged wild animal will allow you to choose exactly which animal you wish to tame. &lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'.&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
===Train a Hunting Dog===&lt;br /&gt;
Requires: An {{L|Cage|uncaged}} '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING] and an {{L|animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
===Train a War Dog===&lt;br /&gt;
Requires: An {{L|Cage|uncaged}} '''tame''' animal with [TRAINABLE] (or [TRAINABLE_WAR], although no such animals exist) and an {{L|animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. War dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
In addition to dogs, other animals such as Elephants can be trained with this skill (even though it states dog in the description). Replacing war dogs with captured elephants makes a nice upgrade later on.&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: An {{L|animal trap}} and a {{L|trapper}}.&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal {{L|stockpile}}. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An {{L|animal trainer}} and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets or eaten if left alone.&lt;br /&gt;
&lt;br /&gt;
===Tame a Large Animal===&lt;br /&gt;
Requires: A {{L|Trap#Cage Trap|caged wild animal}}, an appropriate piece of {{L|food}}, and an {{L|animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses the food to tame wild {{L|creatures|animals}} not already domesticated, such as those caught in cage traps. Some creatures cannot be tamed until the {{L|dungeon master}} arrives.&lt;br /&gt;
&lt;br /&gt;
Unlike other tasks, large animal taming allows you to select the exact creature you wish to tame. Putting the task on {{K|r}}epeat is mostly useless, as it will simply result in the same creature being re-tamed over and over, wasting food and potentially filling the cage with seeds, though it does provide a way to increase Animal Trainer {{L|experience}} with a limited supply of caged animals.&lt;br /&gt;
&lt;br /&gt;
==Trainable animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
* {{L|Cheetah}}&lt;br /&gt;
* {{L|Dog}}&lt;br /&gt;
* {{L|Dragon}}&lt;br /&gt;
* {{L|Elephant}} *&lt;br /&gt;
* {{L|Giant bat}} (hunting only)&lt;br /&gt;
* {{L|Giant cave swallow}} (hunting only)&lt;br /&gt;
* {{L|Giant cheetah}}&lt;br /&gt;
* {{L|Giant eagle}} *&lt;br /&gt;
* {{L|Giant jaguar}}&lt;br /&gt;
* {{L|Giant leopard}}&lt;br /&gt;
* {{L|Giant lion}}                                                  &lt;br /&gt;
* {{L|Giant tiger}}&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Grizzly bear}} *&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Lion}}&lt;br /&gt;
* {{L|Mandrill}}&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*  these animals are a good choice for your army''&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.11 (31.12 as well?), training a war dog can sometimes cause the game to crash. More details surely to follow.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege_engine&amp;diff=131146</id>
		<title>v0.31 Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege_engine&amp;diff=131146"/>
		<updated>2010-11-09T11:25:01Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Ballistas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ballistas==&lt;br /&gt;
&amp;gt;Ballista arrows are not as powerful as before. They can now glance off ordinary clothes.&lt;br /&gt;
Were you using wooden ballista arrows, or metal ones, or both? -[[User:Derigo|Derigo]] 11:36, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Iron ballista bolts bruise human macemen through mail shirts. It's nowhere near as lethal. --[[Special:Contributions/24.162.158.234|24.162.158.234]] 23:01, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I tested iron bolts against some elephants, only managing to bruise the muscle. Fired from normal ballistae by legendary operators.--[[User:Passive Fist|Passive Fist]] 06:46, 5 July 2010 (UTC)&lt;br /&gt;
:Same result with steel bolts.--[[User:Passive Fist|Passive Fist]] 08:22, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
As of .12, an operator launched a steel ballista arrow through three mounted goblins, leaving the goblins untouched and the mounts seriously injured but not lethally. This was with standard quality parts, well-crafted arrowhead, and a Professional operator. Perhaps better ballista and missile perform better? [[User:Uzu Bash|Uzu Bash]] 23:13, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd like some discussion not just here, but results in the main wiki article under a heading like *Ammunition* re: arrows, arrowheads, combinations and strengths.&lt;br /&gt;
&lt;br /&gt;
== Catapult ==&lt;br /&gt;
&lt;br /&gt;
Trying to kill Titan with catapult. Titan stands outside and patiently waits when i open entrance bridge, catapult is located opposite him and shoots through carved fortifications. Operator shoots stones, but all of them pass through the square where titan is standing and land to mountain slope three times further. Is it because operator miss his target, or he just can't recognize a titan as a target and shoots just for fun? Never used catapults before, but now i short of wood and can't spend it on ballista arrows. Am i doing right? [[User:Peregarrett|Peregarrett]] 11:21, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The visible trajectory isn't a reliable indication of accuracy. So yeah, you're doing it right, but poor accuracy can still send the stone right through the target's tile without hitting. [[User:Uzu Bash|Uzu Bash]] 23:15, 12 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=131142</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=131142"/>
		<updated>2010-11-09T07:31:39Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Magma Forge vs. Normal Forge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
&lt;br /&gt;
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
&lt;br /&gt;
:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
&lt;br /&gt;
::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
&lt;br /&gt;
- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
&lt;br /&gt;
I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
&lt;br /&gt;
:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
&lt;br /&gt;
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
&lt;br /&gt;
== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
&lt;br /&gt;
== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
&lt;br /&gt;
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another possible bug ==&lt;br /&gt;
&lt;br /&gt;
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And another bug... ==&lt;br /&gt;
&lt;br /&gt;
I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
&lt;br /&gt;
Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fell mood murder ==&lt;br /&gt;
&lt;br /&gt;
I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skills affected by artifact creation ==&lt;br /&gt;
&lt;br /&gt;
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shells == &lt;br /&gt;
&lt;br /&gt;
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials in hospitals ==&lt;br /&gt;
&lt;br /&gt;
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal working dwarves and magma workshops... ==&lt;br /&gt;
&lt;br /&gt;
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood and Experience ==&lt;br /&gt;
&lt;br /&gt;
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining exp? ==&lt;br /&gt;
&lt;br /&gt;
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
&lt;br /&gt;
== Population of 20+==&lt;br /&gt;
&lt;br /&gt;
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&lt;br /&gt;
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange problem with moods ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Woodcrafter mood? ==&lt;br /&gt;
&lt;br /&gt;
I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Forge vs. Normal Forge ==&lt;br /&gt;
&lt;br /&gt;
I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug.&lt;br /&gt;
&lt;br /&gt;
== Highest experience skill not chosen ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=131141</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=131141"/>
		<updated>2010-11-09T07:29:56Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* I think we need to do complete rearrange on mood materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
&lt;br /&gt;
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
&lt;br /&gt;
:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
&lt;br /&gt;
::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
&lt;br /&gt;
- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
&lt;br /&gt;
I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
&lt;br /&gt;
:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
&lt;br /&gt;
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
&lt;br /&gt;
== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
&lt;br /&gt;
== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
&lt;br /&gt;
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another possible bug ==&lt;br /&gt;
&lt;br /&gt;
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And another bug... ==&lt;br /&gt;
&lt;br /&gt;
I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
&lt;br /&gt;
Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fell mood murder ==&lt;br /&gt;
&lt;br /&gt;
I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skills affected by artifact creation ==&lt;br /&gt;
&lt;br /&gt;
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shells == &lt;br /&gt;
&lt;br /&gt;
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials in hospitals ==&lt;br /&gt;
&lt;br /&gt;
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal working dwarves and magma workshops... ==&lt;br /&gt;
&lt;br /&gt;
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood and Experience ==&lt;br /&gt;
&lt;br /&gt;
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining exp? ==&lt;br /&gt;
&lt;br /&gt;
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
&lt;br /&gt;
== Population of 20+==&lt;br /&gt;
&lt;br /&gt;
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&lt;br /&gt;
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange problem with moods ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Woodcrafter mood? ==&lt;br /&gt;
&lt;br /&gt;
I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Forge vs. Normal Forge ==&lt;br /&gt;
&lt;br /&gt;
I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Highest experience skill not chosen ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=131125</id>
		<title>v0.31 Talk:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=131125"/>
		<updated>2010-11-09T05:53:12Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Define only rooms, or need to define pathing/stairs? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions=&lt;br /&gt;
How do I restrict civilian dwarves to a specific burrow? --[[User:Markavian|Markavian]] 23:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --[[User:Markavian|Markavian]] 09:00, 5 April 2010 (UTC)&lt;br /&gt;
* Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
::How do I set civilians to an alert state?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:05, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki&lt;br /&gt;
* Answer: No. He will head outside the burrow to look for food or drink. [[Special:Contributions/216.110.94.227|216.110.94.227]] 17:50, 16 April 2010 (UTC)&lt;br /&gt;
*Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I revert to the old military system?&lt;br /&gt;
&lt;br /&gt;
*Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will a dwarf remain injured, or will he path to a hospital if injured regardless of burrow location? [[Special:Contributions/97.103.188.15|97.103.188.15]] 01:11, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I restrict only animals to a certain burrow? [[User:Richards|Richards]] 04:38, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: Animals ignore burrow's, you can't restrict them.  They do like meeting areas, cages, and chains though.  Or just i -&amp;gt; Pit them into holding room with no exits. --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will dwarves cross non burrow territory if two parts of the same burrow aren't connected?  &lt;br /&gt;
If I make a travel burrow containing all the halls/main stair ways, a mason's burrow, and a stone stockpile burrow.  Then assign the masons to all three.  Will the dwarves take from one burrow, travel through another, and work in the third? (I need a dwarftherapist for burrows...) --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Digging into walls does not expand the burrow into it as expected.  It only does this if you already selected the non-dug out space to be part of the burrow.  So it's like an invisible part of the burrow.  So, for example, if you selected the entire z-level as a burrow, then everything you dig out would become part of that burrow also.  But if you use the mouse to only select a single room to be part of a burrow, digging one or two spaces might be added to the burrow but any further will not.--[[User:Lemunde|Lemunde]] 14:13, August 21 2010 (EST)&lt;br /&gt;
: I find that they stop acting as if there is invisible burrow after a bit.  Is this common or am I somehow deselecting?&lt;br /&gt;
&lt;br /&gt;
=Pathfinding=&lt;br /&gt;
with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
:Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. [[User:Vattic|Vattic]] 22:45, 7 April 2010 (UTC)&lt;br /&gt;
::The pathing problems were fixed in 0.31.03 [[User:Immibis|Immibis]] 07:52, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the pathfinding section belong in the Burrow page, or should it have its own? --[[User:HammerDave|HammerDave]] 16:39, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves path out of burrow ==&lt;br /&gt;
&lt;br /&gt;
I've noticed quite a few times during the last siege a potential pitfall in using the burrow system. I all my civilians assigned to a large burrow covering most of my fortress.  I had dwarves take hauling jobs for items in another part of the fortress, but in the course of going there, they took a path that led them outside their assigned burrow.  I made a mistake in that I didn't realize that the only path they had available was through a dangerous area, its possible they would have not gone outside if another but possibly longer path had been available. -[[Special:Contributions/99.68.98.63|99.68.98.63]] 18:26, 11 September 2010 (UTC)&lt;br /&gt;
:Yes, if the longer, safe path was part of the burrow and the shorter one wasn't. [[User:Speed112|Speed112]] 22:00, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I just wanted to see if anyone else has seen this... I was recently trying out the burrow system. After I assigned civilians to my burrow, they started tripping all the weapon traps I had set. Also, for some reason, they all ended up outside. Has anyone else had this problem?&lt;br /&gt;
Edit: Upon further inspection, a fair number of dwarves managed to get out of my completely sealed fort. I went to great lengths to make certain that there was no way in or out unless I activated a series of bridges. all of these were still in their raised/uncrossable positions.&lt;br /&gt;
&lt;br /&gt;
== Define only rooms, or need to define pathing/stairs? ==&lt;br /&gt;
&lt;br /&gt;
The big question in that article that isn't covered is the most basic.. when you're defining/using burrows, do you need to define the pathing between the blocks you select, or will the AI pathfind between them? Second point, if you DO define a route (to prevent dangerous pathfinding) will they use the route or pathfind outside of it if there is a 'shorter route'?&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=130913</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=130913"/>
		<updated>2010-11-07T21:19:20Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: /* Note for deconstruction */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
&lt;br /&gt;
Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Someone posted this under spike traps:&lt;br /&gt;
&lt;br /&gt;
`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
&lt;br /&gt;
From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.)  &lt;br /&gt;
:Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. Even without the combat log, it should be easy to identify the stab wound from the bludgeoning falling wounds. EDIT: Located the quote. &amp;quot;falling damage and corpse impalement for unretracted spike buildings&amp;quot; from the devlog, 10/16/2007--[[User:Greiger|Greiger]]&lt;br /&gt;
&lt;br /&gt;
::No worries, good bit of sleuthing there.  I haven't played with the spikes much, but it makes sense.--[[User:Kwieland|Kwieland]] 11:56, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cage traps can be used to catch dwarves in a berserk rage. This can be useful when your Strange Moods are requiring items you do not have. Rather than have a violent murder occur, or having to starve him to death in the workshop. You are now free to be creative with how he meets his end (releasing amongst the elves is recommended). [[Special:Contributions/74.192.98.80|74.192.98.80]] 17:15, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;br /&gt;
&lt;br /&gt;
== Caging normally uncagable creatures? ==&lt;br /&gt;
I was able to cage a gremlin, but only after it was injured. Before that it just walked over my traps. Not sure if it was because it was injured, or because it was knocked on to the floor, or stunned... can other normally uncagable creatures be caught the same way? Someone confirm.&lt;br /&gt;
Edit: looked around in the wiki a bit more. Turns out gremlins (as well as kobalds) can avoid traps, but will not always. It would be nice to have a list of creatures who can avoid traps. Can't find one. Also forgot to sign last time. --[[User:Peglegpenguin|Peglegpenguin]] 23:06, 12 August 2010 (UTC)&lt;br /&gt;
:All creatures will trigger traps if they fall unconscious on top of them, including those with TRAPAVOID. This was rather famously used back in 40d to trap frog demons and tentacle demons, but '''not''' spirits of fire (due to them being un-knockout-able). All titans, forgotten beasts, and demons in version 0.31 have TRAPAVOID and are, like the spirit of fire of 40d and earlier, similarly immune to being knocked unconscious and are thus impossible to trap. --[[User:Quietust|Quietust]] 00:37, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Note for deconstruction ==&lt;br /&gt;
&lt;br /&gt;
Can we put a note about deconstruction of a weapon trap noting if you get the weapons back or not? I checked the wiki to learn this and there isn't that piece of information.&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blind_cave_ogre&amp;diff=130911</id>
		<title>v0.31 Talk:Blind cave ogre</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blind_cave_ogre&amp;diff=130911"/>
		<updated>2010-11-07T20:38:46Z</updated>

		<summary type="html">&lt;p&gt;Pathaugen: Created page with 'There is a link to &amp;quot;http://df.magmawiki.com/index.php/DF2010:Trap_design#Suicide_booth_for_Building_destroyers:&amp;quot; however that section of the Trap Design Page is not there anymore…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a link to &amp;quot;http://df.magmawiki.com/index.php/DF2010:Trap_design#Suicide_booth_for_Building_destroyers:&amp;quot; however that section of the Trap Design Page is not there anymore. I want to read that.. sounded interesting. Link needs to be fixed or suicide booth put in, etc..&lt;/div&gt;</summary>
		<author><name>Pathaugen</name></author>
	</entry>
</feed>