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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sepheris</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Strange_mood&amp;diff=173622</id>
		<title>v0.34 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Strange_mood&amp;diff=173622"/>
		<updated>2012-06-23T16:45:03Z</updated>

		<summary type="html">&lt;p&gt;Sepheris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if the murder during a fell mood will now be reportet as crime and taken legal actions against it? --[[User:Kami|Kami]] 09:45, 2 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Produced Items==&lt;br /&gt;
Through a bit of disassembly diving, I've determined exactly what moody dwarves are capable of producing. All items have a 'probability' of 100 except when indicated otherwise (it randomly selects one of the entries, and if rand(100) is greater than the probability, it picks another one), and entries with &amp;quot;each&amp;quot; occur as individual items with their own weight, while &amp;quot;any&amp;quot; are a single entry with a collective (and limited to what your civilization is capable of making):&lt;br /&gt;
;Weaponsmith&lt;br /&gt;
:Any weapon, any trap component (10%)&lt;br /&gt;
;Armorsmith&lt;br /&gt;
:Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield&lt;br /&gt;
;Metalsmith&lt;br /&gt;
:Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section (10%), splint, crutch&lt;br /&gt;
;Metal crafter&lt;br /&gt;
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
;Jeweler or Glassmaker&lt;br /&gt;
:Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
;Mason or Miner&lt;br /&gt;
:Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
;Stone crafter, Wood crafter, or Engraver&lt;br /&gt;
:Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
;Mechanic&lt;br /&gt;
:Mechanism&lt;br /&gt;
;Carpenter&lt;br /&gt;
:Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
;Bowyer&lt;br /&gt;
:Each ranged weapon&lt;br /&gt;
;Leatherworker or Fell Mood&lt;br /&gt;
:Each leather-allowed body armor, each leather-allowed pants, each leather-allowed gloves, each leather-allowed shoes, each leather-allowed helm, any shield, bag, backpack, quiver, instrument&lt;br /&gt;
;Bone carver&lt;br /&gt;
:Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (10%)&lt;br /&gt;
;Macabre mood claiming vermin remains as primary item&lt;br /&gt;
:Amulet, bracelet, earring&lt;br /&gt;
;Clothier&lt;br /&gt;
:Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, bag, rope&lt;br /&gt;
--[[User:Quietust|Quietust]] 16:23, 14 March 2012 (UTC)&lt;br /&gt;
:Are you certain that weaponsmith moods can lead to exotic weapons?  I've seen bowyers make exotic weapons, but I've never seen, not even in somebody's screenshot, an exotic melee weapon. -- [[User:Vasiln|Vasiln]] 00:38, 24 March 2012 (UTC)&lt;br /&gt;
::According to the code, it simply adds WEAPON:NONE as a possibility for weaponsmith moods - my guess is that it then goes through the same logic as with normal item creation to select a random subtype within the constraints of the current civilization. Moody bowyers explicitly permit each ranged weapon type, which is why 2/3 of all boywer moods give either a bow or a blowgun (unless, presumably, the dwarf had a preference for a particular type). --[[User:Quietust|Quietust]] 21:53, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've just located this function in version 0.23.130.23a, and it's almost exactly the same - it even had the '''same bug''' with metal/bone helmets (which was fixed in version 0.34.06). I also noticed that, in 23a, it would compare the candidates to the dwarf's Item preferences, and if any matched, it would randomly select one of the matching items - this would seemingly be the only case in which a moody weaponsmith (or bone carver) could produce a &amp;quot;foreign&amp;quot; weapon (assuming that dwarves can have preferences for foreign weapons, anyways). --[[User:Quietust|Quietust]] 21:21, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fell Moods==&lt;br /&gt;
Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --[[User:Jimi12|Jimi12]]&lt;br /&gt;
&lt;br /&gt;
I've also seen this. --[[Special:Contributions/99.20.91.212|99.20.91.212]] 04:54, 14 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:So fix it.  That sentence is ''at least'' 4½ years old.  It was added to the .40d article on November 1, 2007, and that edit is labelled as being a 'copy from the archive wiki'.  I'm not surprised that it's wrong.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 13:27, 14 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantine cloth ==&lt;br /&gt;
&lt;br /&gt;
Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. [http://www.bay12forums.com/smf/index.php?topic=87753.0 An example.] 17:53, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Item Request ==&lt;br /&gt;
I have a dwarf currently laying claim to a craft workshop, possessed, and he's only requesting one material, bones. However, he took a stack of 24 bones and is now sat, demanding more, despite having plenty in a nearby stockpile. Any thoughts?&lt;br /&gt;
--[[User:Sepheris|Sepheris]] 16:45, 23 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Sepheris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sepheris&amp;diff=100521</id>
		<title>User:Sepheris</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sepheris&amp;diff=100521"/>
		<updated>2010-04-28T10:14:43Z</updated>

		<summary type="html">&lt;p&gt;Sepheris: Created page with 'I'm very new to Dwarf Fortress (about a week, if that) and, as a result of it's learning curve, I frequent this wiki a lot. I've now bookmarked the Bugs page and discussion as I'…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm very new to Dwarf Fortress (about a week, if that) and, as a result of it's learning curve, I frequent this wiki a lot. I've now bookmarked the Bugs page and discussion as I'm unable to tell a random bug apart from a feature (as I've recently discovered).&lt;br /&gt;
&lt;br /&gt;
As of now, I'm on my third fortress. The first was a random one while I got used to the controls and things. The second was me trying to get things running (no planning at all) and a feel for the gameplay (also, my first artifact). That lasted about a year and a half in game. I've just started my third and a bug in the labor menu has rendered it unplayable. I'm now about to start my forth, this time using everything I've learnt to build a functioning fortress.&lt;br /&gt;
&lt;br /&gt;
About the only things I still need to work out are; farming (I'm having trouble setting up underground farms) and military (I haven't needed one yet, but I'm fairly certain I will this time).&lt;br /&gt;
&lt;br /&gt;
I haven't found magma yet, so I haven't had the joy of learning the hard way on how not to use it. I also haven't used water that much, but I've read up on the pressure page so I hope I can avoid flooding my fortress.&lt;/div&gt;</summary>
		<author><name>Sepheris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=100511</id>
		<title>v0.31 Talk:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=100511"/>
		<updated>2010-04-28T10:03:33Z</updated>

		<summary type="html">&lt;p&gt;Sepheris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aside from the menus being moved around there seems to be something very different going on with labors. Woodcutting for one cannot be done by an unskilled dwarf, and I expect many other labors will be the same way. [[User:Doctorzuber|Doctorzuber]] 19:45, 1 April 2010 (UTC)&lt;br /&gt;
:Are you quite sure you've enabled it? I haven't tried woodcutting yet but wood burning, smelting, weaponsmithing, masonry, carpentry, animal training, mining, architecture, plant gathering, brewing, cooking, and growing are all good to go. Yes, I embark with unskilled dwarves &amp;lt;g&amp;gt; [[Special:Contributions/70.240.148.81|70.240.148.81]] 19:52, 1 April 2010 (UTC)&lt;br /&gt;
:: As far as I can tell, there's nothing to enable. Woodcutting is moved to {{k|g}},{{k|b}} and if a dwarf doesn't have at least one point in it there's just nothing there. [[User:Doctorzuber|Doctorzuber]] 19:58, 1 April 2010 (UTC)&lt;br /&gt;
::: Woodcutting is in labor preferences (p, l from the (v)iew-menu). There, go to &amp;quot;woodworking&amp;quot; (select with arrow keys, &amp;quot;enter&amp;quot; to go to submenu) and you'll see carpentry, crossbow-making, and wood cutting. --[[User:Syndic|Syndic]] 20:03, 1 April 2010 (UTC)&lt;br /&gt;
:::: Aye, under {{k|v}},&amp;lt;select dwarf&amp;gt;,{{k|p}},{{k|l}}, and press enter on Woodworking, Carpentry Crossbow-making and Woodcutting should be present to enable/disable. [[Special:Contributions/70.240.148.81|70.240.148.81]] 20:05, 1 April 2010 (UTC)&lt;br /&gt;
::::: Above anon is me in case anyone wants to snipe at my talk page :P [[User:Freeze|Freeze]] 20:16, 1 April 2010 (UTC)&lt;br /&gt;
:::::: Okay, something very odd is happening here then since woodcutting is not in my {{k|p}},{{k|l}} menu at all. I'm going to restart with some unskilled dwarves and see if the menu is different. [[User:Doctorzuber|Doctorzuber]] 20:22, 1 April 2010 (UTC)&lt;br /&gt;
::::::: Riiight... Okay, it's something buggy. For some reason my {{k|p}},{{k|l}} menu was only showing four things. Restarting and now I see a much longer list with both skilled and unskilled dwarves. Now to try to figure out why it happened. [[User:Doctorzuber|Doctorzuber]] 20:27, 1 April 2010 (UTC)&lt;br /&gt;
:::::::: This same thing happened to someone on another forum - it only showed four skill groups. I think they were Miner, Healthcare, Hauling, and something else. --[[User:SirPenguin|SirPenguin]] 20:32, 1 April 2010 (UTC)&lt;br /&gt;
::::::::: Same, I restarted and it's fixed, for now. I've made several attempts to recreate it but no luck so far. Not sure if it's relevant but when I only had four labor groups, I also had absolutely nothing showing in the nobles menu. [[User:Doctorzuber|Doctorzuber]] 20:45, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
So is there a way to toggle an entire labor group on or off? I tried several different keys but couldn't find one. It would be really useful to, for instance, turn off all the hauling labors on your important dwarves. --[[User:Valdemar|Valdemar]] 21:14, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'm not sure if this is a bug or something. Just started my second fortress after screwing up my first royally, but I'm still learning. The labor screen, when I go to any dwarf appears to be missing most options. The only options I can toggle are Mining, Hauling and Other. The only work they do is that which I trained them for on the embark screen. I don't remember this on my first fortress, but I only learnt about it after several months so I'm not sure if there are any requirements for it&amp;lt;/s&amp;gt; Nevermind, found someone in the bugs discussion suffering the same problem, so question answered--[[User:Sepheris|Sepheris]] 09:49, 28 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sepheris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=100508</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=100508"/>
		<updated>2010-04-28T10:00:00Z</updated>

		<summary type="html">&lt;p&gt;Sepheris: /* Labor Menu Bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
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Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
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Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
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== Unknown Military Crash ==&lt;br /&gt;
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I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
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==Masterwork food Bug==&lt;br /&gt;
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When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
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== Req for Comments - 'Buggy' template ==&lt;br /&gt;
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I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
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The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
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: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
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==Dead Dwarf keeps task and building locked==&lt;br /&gt;
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I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
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My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
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== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
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== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sepheris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=100501</id>
		<title>v0.31 Talk:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=100501"/>
		<updated>2010-04-28T09:49:57Z</updated>

		<summary type="html">&lt;p&gt;Sepheris: &lt;/p&gt;
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&lt;div&gt;Aside from the menus being moved around there seems to be something very different going on with labors. Woodcutting for one cannot be done by an unskilled dwarf, and I expect many other labors will be the same way. [[User:Doctorzuber|Doctorzuber]] 19:45, 1 April 2010 (UTC)&lt;br /&gt;
:Are you quite sure you've enabled it? I haven't tried woodcutting yet but wood burning, smelting, weaponsmithing, masonry, carpentry, animal training, mining, architecture, plant gathering, brewing, cooking, and growing are all good to go. Yes, I embark with unskilled dwarves &amp;lt;g&amp;gt; [[Special:Contributions/70.240.148.81|70.240.148.81]] 19:52, 1 April 2010 (UTC)&lt;br /&gt;
:: As far as I can tell, there's nothing to enable. Woodcutting is moved to {{k|g}},{{k|b}} and if a dwarf doesn't have at least one point in it there's just nothing there. [[User:Doctorzuber|Doctorzuber]] 19:58, 1 April 2010 (UTC)&lt;br /&gt;
::: Woodcutting is in labor preferences (p, l from the (v)iew-menu). There, go to &amp;quot;woodworking&amp;quot; (select with arrow keys, &amp;quot;enter&amp;quot; to go to submenu) and you'll see carpentry, crossbow-making, and wood cutting. --[[User:Syndic|Syndic]] 20:03, 1 April 2010 (UTC)&lt;br /&gt;
:::: Aye, under {{k|v}},&amp;lt;select dwarf&amp;gt;,{{k|p}},{{k|l}}, and press enter on Woodworking, Carpentry Crossbow-making and Woodcutting should be present to enable/disable. [[Special:Contributions/70.240.148.81|70.240.148.81]] 20:05, 1 April 2010 (UTC)&lt;br /&gt;
::::: Above anon is me in case anyone wants to snipe at my talk page :P [[User:Freeze|Freeze]] 20:16, 1 April 2010 (UTC)&lt;br /&gt;
:::::: Okay, something very odd is happening here then since woodcutting is not in my {{k|p}},{{k|l}} menu at all. I'm going to restart with some unskilled dwarves and see if the menu is different. [[User:Doctorzuber|Doctorzuber]] 20:22, 1 April 2010 (UTC)&lt;br /&gt;
::::::: Riiight... Okay, it's something buggy. For some reason my {{k|p}},{{k|l}} menu was only showing four things. Restarting and now I see a much longer list with both skilled and unskilled dwarves. Now to try to figure out why it happened. [[User:Doctorzuber|Doctorzuber]] 20:27, 1 April 2010 (UTC)&lt;br /&gt;
:::::::: This same thing happened to someone on another forum - it only showed four skill groups. I think they were Miner, Healthcare, Hauling, and something else. --[[User:SirPenguin|SirPenguin]] 20:32, 1 April 2010 (UTC)&lt;br /&gt;
::::::::: Same, I restarted and it's fixed, for now. I've made several attempts to recreate it but no luck so far. Not sure if it's relevant but when I only had four labor groups, I also had absolutely nothing showing in the nobles menu. [[User:Doctorzuber|Doctorzuber]] 20:45, 1 April 2010 (UTC)&lt;br /&gt;
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So is there a way to toggle an entire labor group on or off? I tried several different keys but couldn't find one. It would be really useful to, for instance, turn off all the hauling labors on your important dwarves. --[[User:Valdemar|Valdemar]] 21:14, 1 April 2010 (UTC)&lt;br /&gt;
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I'm not sure if this is a bug or something. Just started my second fortress after screwing up my first royally, but I'm still learning. The labor screen, when I go to any dwarf appears to be missing most options. The only options I can toggle are Mining, Hauling and Other. The only work they do is that which I trained them for on the embark screen. I don't remember this on my first fortress, but I only learnt about it after several months so I'm not sure if there are any requirements for it--[[User:Sepheris|Sepheris]] 09:49, 28 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sepheris</name></author>
	</entry>
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